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Spell Versatility is GONE. Rejoice!
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<blockquote data-quote="Asisreo" data-source="post: 8130627" data-attributes="member: 7019027"><p>Every single monster from the monster manual can force a con save on a spellcaster. From commoners, to Ancient Dragons, to Archmages. As long as a spellcaster has cast one of their most powerful ongoing spells (concentration) and has taken damage, they must save for it. </p><p></p><p>Wisdom saves are much rarer on monsters. Even with monsters that have it, it usually just hits them with the Frightened condition. </p><p></p><p>I do take other saves into consideration, too. Had I been defending the bard, I would definitely bring up their dexterity saves, because it allows them to dodge significant damage more reliably. But its not about the bard, its about the sorcerer. </p><p>If you don't know how long you'll need to be invisible, that just emphasizes using extended more. Better to be safe than sorry and take the 2 hours of invisibility than the one. Hiding is still useful. Not all monsters have great Passive Perception. At a +2 dex against PP of 11, you're still likely to succeed. Doesn't hurt to give it the ol' college try, especially since you'll still be invisible after you try. </p><p>If your spellcaster needs even a minute more than 1 hour of invisibility (or any effect) its always more efficient to extend it. If there needs to be 4 hours of invisibility, it would cost a wizard 4 2nd-level spell slots. It would cost a sorcerer 2 2nd-level slots and 2 sorcery points. They'll always be more efficient. </p><p></p><p>The abilities a sorcerer imparts onto their characters aren't necessary flashy, though most non-spellcasting abilities are. Something's usefulness isn't really based on whether you feel it would be helpful at the time, because you usually aren't thinking about what you don't have. </p><p></p><p>A cleric's channel divinity isn't often praised as a game-changer, yet when a cleric uses them, they actually can change the game meaningfully. The same could be said for a Druid's Wildshape or a Paladin's aura. I'm not ever thinking how useful extra HP could have been or a Paladin's aura may be perfect for our situation when they aren't there. But they are still extremely useful features.</p></blockquote><p></p>
[QUOTE="Asisreo, post: 8130627, member: 7019027"] Every single monster from the monster manual can force a con save on a spellcaster. From commoners, to Ancient Dragons, to Archmages. As long as a spellcaster has cast one of their most powerful ongoing spells (concentration) and has taken damage, they must save for it. Wisdom saves are much rarer on monsters. Even with monsters that have it, it usually just hits them with the Frightened condition. I do take other saves into consideration, too. Had I been defending the bard, I would definitely bring up their dexterity saves, because it allows them to dodge significant damage more reliably. But its not about the bard, its about the sorcerer. If you don't know how long you'll need to be invisible, that just emphasizes using extended more. Better to be safe than sorry and take the 2 hours of invisibility than the one. Hiding is still useful. Not all monsters have great Passive Perception. At a +2 dex against PP of 11, you're still likely to succeed. Doesn't hurt to give it the ol' college try, especially since you'll still be invisible after you try. If your spellcaster needs even a minute more than 1 hour of invisibility (or any effect) its always more efficient to extend it. If there needs to be 4 hours of invisibility, it would cost a wizard 4 2nd-level spell slots. It would cost a sorcerer 2 2nd-level slots and 2 sorcery points. They'll always be more efficient. The abilities a sorcerer imparts onto their characters aren't necessary flashy, though most non-spellcasting abilities are. Something's usefulness isn't really based on whether you feel it would be helpful at the time, because you usually aren't thinking about what you don't have. A cleric's channel divinity isn't often praised as a game-changer, yet when a cleric uses them, they actually can change the game meaningfully. The same could be said for a Druid's Wildshape or a Paladin's aura. I'm not ever thinking how useful extra HP could have been or a Paladin's aura may be perfect for our situation when they aren't there. But they are still extremely useful features. [/QUOTE]
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