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*Dungeons & Dragons
Spells: the Good, the Bad, and the Downright Orcish Grandmother
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<blockquote data-quote="Falling Icicle" data-source="post: 6400962" data-attributes="member: 17077"><p><strong>The Stinkers:</strong></p><p></p><p><strong>True Strike:</strong> In the middle of combat, it just isn't worth skipping a turn so that you'll get advantage on your next one. Out of combat, it's only useful if you have time to prepare and can spring into action right after you cast it (such as when you ambush someone). The thing is, ambushing gives you advantage on your attack roll anyway. The times when this spell might actually be useful are very few and far between.</p><p></p><p><strong>Friends:</strong> They should have named this spell "enemies" because that's all that you're going to make by using it.</p><p></p><p><strong>Knock:</strong> Remember what happened in Lord of the Rings when one of the hobbits accidentally dropped something in a well and the loud noise echoed throughout the mines and alerted everything to their presence? Casting knock is a lot like that. If you need to get through a locked door, just use enlarge/reduce to shrink the door.</p><p></p><p><strong>Vampiric Touch:</strong> Getting right up next to a monster and repeatedly touching it for cantrip-like damage is an absolutely <em>terrible</em> idea for a wizard. Yeah, it heals you a little bit, but so what? That isn't going to save you when the big, scary monster decides to touch you back.</p><p></p><p><strong>Mordenkainen's Sword:</strong> Just compare this spell to spiritual weapon (2nd level) and Bigby's hand (5th level). MS is a sad excuse for a 7th level spell.</p><p></p><p></p><p><strong>The Amazing:</strong></p><p></p><p><strong>Animate Objects:</strong> This spell can do terrifying amounts of damage if you animate 10 tiny objects.</p><p></p><p><strong>Banishment:</strong> This spell is resisted with a charisma saving throw (which few creatures are good at), and the target doesn't get to make further saving throws to escape the effect. Plus, if you ever need to disappear for 1 minute (such as if you're about to be discovered while hiding, are about to be killed, etc.), you can banish yourself!</p><p></p><p><strong>Fabricate:</strong> With this spell, you can make stuff in 10 minutes that might take a crafter hundreds of days (like plate mail).</p><p></p><p><strong>Geas:</strong> Lets you charm the target for 30 days! The ability to command someone to do (or not do) something is just a cherry on top.</p><p></p><p><strong>Simulacrum:</strong> This spell is just crazy powerful, especially if you abuse it with true polymorph. Turn a friend into an adult dragon with TP, and then create a copy of them with simulacrum. You now have a mount that's worthy of your wizardly magnificence!</p></blockquote><p></p>
[QUOTE="Falling Icicle, post: 6400962, member: 17077"] [B]The Stinkers:[/B] [B]True Strike:[/B] In the middle of combat, it just isn't worth skipping a turn so that you'll get advantage on your next one. Out of combat, it's only useful if you have time to prepare and can spring into action right after you cast it (such as when you ambush someone). The thing is, ambushing gives you advantage on your attack roll anyway. The times when this spell might actually be useful are very few and far between. [B]Friends:[/B] They should have named this spell "enemies" because that's all that you're going to make by using it. [B]Knock:[/B] Remember what happened in Lord of the Rings when one of the hobbits accidentally dropped something in a well and the loud noise echoed throughout the mines and alerted everything to their presence? Casting knock is a lot like that. If you need to get through a locked door, just use enlarge/reduce to shrink the door. [B]Vampiric Touch:[/B] Getting right up next to a monster and repeatedly touching it for cantrip-like damage is an absolutely [I]terrible[/I] idea for a wizard. Yeah, it heals you a little bit, but so what? That isn't going to save you when the big, scary monster decides to touch you back. [B]Mordenkainen's Sword:[/B] Just compare this spell to spiritual weapon (2nd level) and Bigby's hand (5th level). MS is a sad excuse for a 7th level spell. [B]The Amazing:[/B] [B]Animate Objects:[/B] This spell can do terrifying amounts of damage if you animate 10 tiny objects. [B]Banishment:[/B] This spell is resisted with a charisma saving throw (which few creatures are good at), and the target doesn't get to make further saving throws to escape the effect. Plus, if you ever need to disappear for 1 minute (such as if you're about to be discovered while hiding, are about to be killed, etc.), you can banish yourself! [B]Fabricate:[/B] With this spell, you can make stuff in 10 minutes that might take a crafter hundreds of days (like plate mail). [B]Geas:[/B] Lets you charm the target for 30 days! The ability to command someone to do (or not do) something is just a cherry on top. [B]Simulacrum:[/B] This spell is just crazy powerful, especially if you abuse it with true polymorph. Turn a friend into an adult dragon with TP, and then create a copy of them with simulacrum. You now have a mount that's worthy of your wizardly magnificence! [/QUOTE]
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