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Spellcaster Strategy - A Beginner's Guide
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<blockquote data-quote="Dandu" data-source="post: 5522790" data-attributes="member: 85158"><p>At low levels, Magic Missile deals some damage, but not a lot. Still worth having, though.</p><p></p><p>What's really useful are spells that give you and your allies more tactical options. They won't kill the enemy, but they will make it much easier for your allies to kill your enemies. </p><p></p><p>Grease, for example, forces reflex saves vs falling prone, and demands that anyone trying to move through the area affected make a DC 10 balance check. Failure means they cannot move, while failure by 5 or more means they fall prone. When used on heavily armored fighters, the effect is quite spectacular as it shuts them down and allows the party to pick them off from a distance.</p><p></p><p>Glitterdust blinds people, which denies them Dex to AC and imposes a 50% miss chance on their attacks. Party fighters will get hit less, and party rogues can sneak attack away. </p><p></p><p>Charm Person effectively removes one enemy from the battlefield and gives you a temporary ally. </p><p></p><p>Ray of Enfeeblement imposes a strength penalty on the enemy, reducing their damage output.</p><p></p><p>Basically, spells do 5 things: damage, control, buff, debuff, and utility. Damage anyone else in the party can do. The other four are things that others in the party can't necessarily do. By focusing on what unique things a spellcaster brings to the party, you can create great synergy with your team.</p></blockquote><p></p>
[QUOTE="Dandu, post: 5522790, member: 85158"] At low levels, Magic Missile deals some damage, but not a lot. Still worth having, though. What's really useful are spells that give you and your allies more tactical options. They won't kill the enemy, but they will make it much easier for your allies to kill your enemies. Grease, for example, forces reflex saves vs falling prone, and demands that anyone trying to move through the area affected make a DC 10 balance check. Failure means they cannot move, while failure by 5 or more means they fall prone. When used on heavily armored fighters, the effect is quite spectacular as it shuts them down and allows the party to pick them off from a distance. Glitterdust blinds people, which denies them Dex to AC and imposes a 50% miss chance on their attacks. Party fighters will get hit less, and party rogues can sneak attack away. Charm Person effectively removes one enemy from the battlefield and gives you a temporary ally. Ray of Enfeeblement imposes a strength penalty on the enemy, reducing their damage output. Basically, spells do 5 things: damage, control, buff, debuff, and utility. Damage anyone else in the party can do. The other four are things that others in the party can't necessarily do. By focusing on what unique things a spellcaster brings to the party, you can create great synergy with your team. [/QUOTE]
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