D&D 5E (2014) Spells: the Good, the Bad, and the Downright Orcish Grandmother


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No, no. I'm sure the mansion just turned into a giant smelter and all the gems and liquid gold just flowed out a pipe on the side. :D

This is one of those rare cases where making a point was more important than looting. Although one PC did say, "let's give it a few months for monsters to move in, then hire a bunch of low-level adventurers to burrow down there and clean out the newly-made dungeon."
 

If you have the cash then you'd almost prefer them dead as Revivify will bring them back with 1 HP. The only downside of death is your magic items slide off you as they are no longer attuned. The fact that you kinda do prefer them dead is a bit of a problem. Maybe the Rez spells should also work on 0 HP characters, or things like Spare The Dying should bring them back to 1 HP. It seems like they really don't want a cantrip that can give healing while at the same time there are lots of things that can heal you on a trigger like killing an enemy.

The 1hp heal was part of what made it such a farce in our campaign. Although perhaps if it stabilised them immediately and returned 1hp after a minute if they remained stable (didn't take more damage) it might solve all the balance issues.

As has been said though, I think the real problem with the situation there lies with the healers kit.
 

It seems to me that, while it's situational, witchbolt could work if someone else in the group can grapple, hold, or otherwise immobilize an opponent.

Sure, it's not an amazing option, but if you have any desire to conserve spell slots, you'll be making a decent contribution with a single slot.
 


In my high-lvl game the other day, a wizard cast meteor swarm on top of an enemy's mansion, followed by earthquake to swallow the burning remains down into the earth. It was a stylish form of urban renewal. 30 seconds and boom, no more mansion.

JFYI - wizards oddly cannot cast Earthquake, whereas Sorcerers can ... almost seems like it could have been a mistake ...
 


It was nice in earlier editions, when Rope Trick lasted for eight hours. Only one hour is really lame.

Rope Trick pretty much guarantees a successful short rest. That makes it incredibly valuable in my opinion. Leomund's Tiny Hut blows it out of the water but that's also a 3rd-level spell.
 

It was nice in earlier editions, when Rope Trick lasted for eight hours. Only one hour is really lame.

Rope Trick pretty much guarantees a successful short rest. That makes it incredibly valuable in my opinion. Leomund's Tiny Hut blows it out of the water but that's also a 3rd-level spell.

That is true, but it used to guarantee a successful night of sleep to regain spells.

The level two spell (rope trick) is for a short rest (1 hour), the level three spell (leo's hut) is for a long rest (8 hours).
 

It seems to me that, while it's situational, witchbolt could work if someone else in the group can grapple, hold, or otherwise immobilize an opponent.

Sure, it's not an amazing option, but if you have any desire to conserve spell slots, you'll be making a decent contribution with a single slot.

As an alternative to having to have someone else waste actions grappling, perhaps save witch bolt for times when it would be tactically more useful.

Fighting humanoids in the woods? Use something else. The terrain is too open and there are too many places where LOS can be broken.

Fighting a group of enemies in a 30' x 30' barracks chamber? Hold the line into the room and tag the enemy with witchbolt. You have a captive audience and no need to spend time grappling.

I think that having spells with situationally variable effectiveness is a good thing. Actual play does not take place in a featureless white space. Some spells should be better than others based on level and such but the situational dynamic playing a role in overall effectiveness is good for the game.
 

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