D&D 5E Spell Versatility is GONE. Rejoice!

Just read the feat. Oh my, I don't even let clerics and druids pick from the entire spell list in my games, let alone casters like rangers. They need to learn spells like a wizard, gaining 2 per level in their mental spellbook as they go up in level.

More power creep with every book! Pick any spell on a rest... allow races to swap stats or abilities, powergamers rejoice! Except at my table lol
 

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Found this "falling prone" analysis interesting. Of course, falling prone is only equivalent to invisibility in imparting disadvantage to ranged attacks. If an enemy can move up to a character, they'll get advantage on a melee attack against the prone character whereas they'd still be at disadvantage on the melee attack against an invisible character.

Yes, but this is where the "running away" part comes in. If your goal is to avoid the fight long enough to heal, and you are a back line sorcerer or wizard, then you should be able to get away from most melee threats with your movement.

The counter to that being "rangeed attackers shoot the fleeing magic-user"

Which leads directly into "fall prone to give disadvantage to those ranged attackers"

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And unlike invisibility, has a movement cost associated with it when you need to stand up, which could kill the PC who is in a tough fight.

shrug

I'm not sure why casting invisibility as a bonus action using quicken and then chugging a healing potion with your action is better in a tough fight. And that was the scenario I was presented with.

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Have you considered the real spellslots are the friends you made along the way?

Well, resource management is a part of the game. You need to pace yourself like a marathon. You want to put 100% of your energy across the marathon, but you don't want to do it before the first half.

You may not know how far your spell slots need to go, but that means metamagic is even more useful. Maximizing the efficiency of each individual slot helps you from burning through them too quickly.

Your analogy is faulty, because a marathon has a set goal. If I am running a 25 km race, then I know I'm nearly done at 22 km, and barely even started at 5.

DnD doesn't work that way, I have very little knowledge of how to guess how many encounters we'll have within a single adventuring day. Sometimes we get 1, sometimes we get 10. So I always have a little bit in reserve, unless the situation calls for me to splurge, because even when we think it is over, there could be another three fights coming our way.

Isn't that the same for most non-combat spells?

Either way, a DM that includes a houserule that makes a specific character option less potent needs to be careful. If suddenly the DM decides that dual-wielding gives 2 damage roll bonuses, the fighter that took dual-wielding may feel somewhat cheated.

I proposed that sorcerer metamagic is useful in niche situations. you claimed I was wrong, then presented a niche situation. Whether or not it is true for all non-combat spells seems rather beside the point

And yes, DMs need to be careful houseruling, but I've seen this particular houserule in effect at mutliple tables, and if I as a player an aware of it, it does affect my choices in whether or not I take dual-wielding or subtle spell.

Especially since, without that houserule, sorcerers become the only ones possibly capable of casting in a non-combat situation. Consider, Arcane Tricksters get the ability to cast mage hand invisibly.... but mage hand also has verbal components.

What good is an invisible hand for pickpocketing if you must shout "I AM CASTING MAGIC TO MAKE A HAND" while pointing at your mark?

For #1 & 2, its not niche since there's an assumption that the sorcerer knew about this combo and purposefully built themselves with it in mind. When they take subtle, they'd be on the lookout for spells that would be bad if associated with them.

I mean, most NPC's should believe in gods in the default setting. But if—for some reason—they don't, the spell isn't just about divine revelations. They can have a loved one appear, or a boss, or a fearsome enemy, or anything that the sorcerer knows will definitely grab that creature's attention. It's a very versatile spell.

And for the last point, no skill check is needed. It just rationalizes what it sees as real. Its balanced because they must make a save, but if they fail the intelligence save they perceive it as wholly real and will even take damage from it.

#1 and #2 need to be considered because the conversation started with a discussion of "all sorcerer metamagic" and then you gave me "this specific combo of this metamagic and this spell". Any sorcerer who did not take subtle can't do this.

And, you you allow Phantasmal Force to be an "I win" button, then that is on you, but you are okaying the sorcerer doing this and having the "god" say "That man in the robes is my chosen king, abdicate your throne to him and shower him with gold, so says I." and the king believing it and following through. That makes a level 1 spell more powerful than the level 5 Geas.

Also, imagine you boss walking in, telling you something unbelievable, then you go and talk about it to him later, and he says he was never there. Going to be highly suspicious right?

Are the critiques not from the level 1-9 range? From level 10+, the sorcerer has more than enough spell slots and sorcery points to cast their better spells quite alot with powerful metamagic and nice subclass features.

We're talking Heightened Hold Monster or Quickened Sunbeam for 12d8 damage on a single turn. Subtle Dominate Person or Subtle Wish. These are incredibly useful abilities at higher levels and with the 1-3 sorcery points a pop, its pretty cheap.

I played a sorcerer to 20, even with +Con Mod sorcerery points. They still never felt that cheap to me.

And, look at the niches.

Heighten Hold Monster? Only really giving you value if it ensures they fail, which they might not. Useful for attempting to punch through magic resistance though.

Subtle Dominate Person? Same issue with subtle to begin with.

Subtle Wish? Why? Seriously, what Wish would you need to cast that needs to be subtle? Unless you are trying to prevent counterspell, in which case... very very niche, since stopping a wish with counterspell either takes a 9th level slot or a check against DC 19, with a likely max of +5 to the roll. Fairly unlikely.

Its certainly not as efficient in terms of point preservation, but you do so because you feel you needed 4 fireballs. If not, it makes no sense going through the trouble. But you'll be able to tell when you need it.

I'll be able to tell when it makes more sense to burn everything to cast an additional fireball? Or... I won't. Because that took so many resources I didn't even use all those metamagics that are supposed to define my class. Sounds like kind of a... niche situation.
 

I must admit that we have something similar to that rule at our table. But it is restricted to once per downtime. Which makes it enough to alleviate the consequences of a bad choice but not often enough to push the wizard aside.
Er...do you really take that many long rests outside of downtime? Like...downtime is any time you aren't active continuously, as I've understood it. Are you really so continuously adventuring that taking 48 hours to just relax is all that rare an event? I just don't get why this would be a meaningful limitation.
 

I'm not sure why casting invisibility as a bonus action using quicken and then chugging a healing potion with your action is better in a tough fight. And that was the scenario I was presented with.
I never said use your invisibility to chug a healing potion. You made that assumption. I said you could use it to use a magic item or potion, nothing specific was named. The potion could be a potion of resistance or a potion of flying. The magic item could be a Cube of Force or a Bag of Tricks which does not imitate any spells and therefore does not end invisibility.
DnD doesn't work that way, I have very little knowledge of how to guess how many encounters we'll have within a single adventuring day. Sometimes we get 1, sometimes we get 10. So I always have a little bit in reserve, unless the situation calls for me to splurge, because even when we think it is over, there could be another three fights coming our way.
This is why you must pace yourself alongside your other players. Chances are, when your paladin, bard, and fighter needs to long rest and you do too, you've properly paced yourself. Try not to be the only person with alot of spell slots left but try not to be the first one with non left.
I proposed that sorcerer metamagic is useful in niche situations. you claimed I was wrong, then presented a niche situation. Whether or not it is true for all non-combat spells seems rather beside the point
Situations aren't niche. Situations are situations. Abilities are niche based on the number of probable situations that they are applicable. However, the ability to subtle Phantasmal Force can be applicable in every social interaction in the game, which are common enough not to be niche at all.
What good is an invisible hand for pickpocketing if you must shout "I AM CASTING MAGIC TO MAKE A HAND" while pointing at your mark?
The rogue should have had it cast beforehand. Or find some way to deafen their target.
#1 and #2 need to be considered because the conversation started with a discussion of "all sorcerer metamagic" and then you gave me "this specific combo of this metamagic and this spell". Any sorcerer who did not take subtle can't do this.
Its unreasonable to list every combination of metamagic and spells. I'm giving you an idea based on a single example. Besides, the single example is more likely in a real campaign than any weird mix of metamagics like extended Blink or quicken disguise self.
And, you you allow Phantasmal Force to be an "I win" button, then that is on you, but you are okaying the sorcerer doing this and having the "god" say "That man in the robes is my chosen king, abdicate your throne to him and shower him with gold, so says I." and the king believing it and following through. That makes a level 1 spell more powerful than the level 5 Geas.
The caster needs to be reasonable. The target won't fall for something so convenient and obviously beneficial to the only caster in the room. Even if they think its real, they'll wonder if the caster had manipulated what he heard or something. Its not an "I win" button, but his saving throw failure should have an effect on him. Plus, Phantasmal Force is a 2nd-level spell, not a 1st.
I played a sorcerer to 20, even with +Con Mod sorcerery points. They still never felt that cheap to me.
If you were to foolishly convert all your spell slots to sorcery points, you'd get 109 sorcery points at level 20. However, you probably don't want to do that. Regardless, there's so many spell slots to convert and with sorcerous recovery to bring them back, you shouldn't have any problem casting metamagics left, right, back-to-back.
Heighten Hold Monster? Only really giving you value if it ensures they fail, which they might not. Useful for attempting to punch through magic resistance though.

Subtle Dominate Person? Same issue with subtle to begin with.
These 2 spells were extremely hard to properly land because magic resistance or the obviousness of the person being dominated by magic. Now, they're so much easier to land. And for what? 3 points for a paralyze on some of the most fearsome creatures like dragons. Complete mind control over kings and great warriors. These will be useful, so they aren't really niche.
Subtle Wish? Why? Seriously, what Wish would you need to cast that needs to be subtle? Unless you are trying to prevent counterspell, in which case... very very niche, since stopping a wish with counterspell either takes a 9th level slot or a check against DC 19, with a likely max of +5 to the roll. Fairly unlikely.
Subtle Modify Memory, Subtle Geas. It can also be used for subtle spells you didn't bother picking up on your own class list like subtle dominate monster, subtle glibness, or subtle Mass Suggestion.
I'll be able to tell when it makes more sense to burn everything to cast an additional fireball?
Yep, just ask yourself "Do I need another fireball?" If you answer yes, you need it. If you answer no or are unsure, don't create more fireballs. Its that simple.
 

I doubt many, if any really know what the god looks like. If you know what god they follow AND have a good memory of the statues at the temple of that god(which in my game would take a good skill roll), then you could make an image of the god appearing. But gods appearing are so insanely rare that it would probably alert any intelligent NPC that something was afoot

You're better off coming up with something believable. If there's no reason to suspect, they won't use investigation to defeat it.
This is a one-post distillation of why dedicated illusionists are almost impossible to satisfyingly play.
 

Er...do you really take that many long rests outside of downtime? Like...downtime is any time you aren't active continuously, as I've understood it. Are you really so continuously adventuring that taking 48 hours to just relax is all that rare an event? I just don't get why this would be a meaningful limitation.
My last campaign was about 25 sessions, and took place over a total of 13 in-game days. I would say it's heavily campaign dependent.
 

This is a one-post distillation of why dedicated illusionists are almost impossible to satisfyingly play.
Orrrrr, you don't try to make an image of a god and do one of the thousands of more earthly things that are easier. If you're going to pick one of the hardest things to accomplish, expect it to be hard.
 

Orrrrr, you don't try to make an image of a god and do one of the thousands of more earthly things that are easier. If you're going to pick one of the hardest things to accomplish, expect it to be hard.
Sure, but that's based entirely on your judgment (or any DM's judgment) as to what is easy or hard. To my mind, making an illusion of an omen appear to a religious or superstitious character would seem to be a home-run in terms of expected effectiveness.

And ultimately, that's what makes playing them so hard; you have to try to align your own expectations and the DM's expectations of what should happen, and it's quite difficult even for experienced players acting in good faith. Fundamentally, D&D is about trying to overcome challenges, and illusions are asking "Hey, can I bypass or negate the challenge by doing this clever thing?" Striking the balance where the illusions can sometimes be used but not always work is a real challenge.
 

Sure, but that's based entirely on your judgment (or any DM's judgment) as to what is easy or hard. To my mind, making an illusion of an omen appear to a religious or superstitious character would seem to be a home-run in terms of expected effectiveness.
How are you going to know what an omen for this specific individual looks like vs. just an owl(or whatever)? You aren't in his brain. You can make what you think MIGHT be interpreted as an omen, but the individual is going to interpret it as an omen or not based on what he thinks, not you.
And ultimately, that's what makes playing them so hard; you have to try to align your own expectations and the DM's expectations of what should happen, and it's quite difficult even for experienced players acting in good faith. Fundamentally, D&D is about trying to overcome challenges, and illusions are asking "Hey, can I bypass or negate the challenge by doing this clever thing?" Striking the balance where the illusions can sometimes be used but not always work is a real challenge.
I love when my players bypass or negate challenges by being clever. And there are MANY ways to be clever that aren't so open to interpretation by the victim, depending on the circumstances of the challenge.
 
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How are you going to know what an omen for this specific individual looks like vs. just an owl(or whatever)? You aren't in his brain. You can make what you think MIGHT be interpreted as an omen, but the individual is going to interpret it or not based on what he thinks, not you.

I love when my players bypass or negate challenges by being clever. And there are MANY ways to be clever that aren't so open to interpretation by the victim, depending on the circumstances of the challenge.
Arguing about the specific example just proves my point; the example itself is immaterial. Illusion magic puts the DM in a position of having to shoot down what a player feels IS a clever idea much too often, and having to shoot down player ideas too much generally leads to a bad play experience.
 

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