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*Dungeons & Dragons
Spells: the Good, the Bad, and the Downright Orcish Grandmother
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<blockquote data-quote="Cannyjiggit" data-source="post: 6403907" data-attributes="member: 6780231"><p>On the bad list: </p><p></p><p><strong>Spare the dying</strong>. It was grossly overpowered in the playtest* but its been trimmed back now to the point that it can be replicated by anyone with a healers kit or the cleric in question probably has a 70% or more chance of doing the same thing with no kit or magic at all (DC 10 check on wisdom[medecine] so most clerics will have at least +4 on that and could have +9 for automatic success by level 9). I think to make it useful now it either needs to be a bonus action to cast or be able to cast at range of some sort (30ft would be my suggestion).</p><p></p><p></p><p>*In the playtest it restored 1hp and was also a swift cast (bonus action). Its power was proved in our campaign as the DM was testing encounter limits. The party of 5 blundered into a partially mist filled room spreading out as 8 skeletons rose to attack. Separated with multiple opponents on each tank most of the party was cut down rather quickly with the exception of my cleric (light domain). There then followed a farcical pattern where I would cast spare the dying on the dwarf whilst making an attack on one of the skeletons, having recovered 1hp, the dwarf was now concious and able to make an attack from prone against one of the skeletons before the skeletons retaliated and put her out again. Any that got to my cleric were disadvantaged by Flare (now correctly has limited uses) and prioritised by the dwarf fighter on the next round. Basically, as long as the skeletons didn't finish me off (hard to do with ac 18 and disadvantage) we were invincible.</p><p></p><p>As for the Witch Bolt discussion, I can see its usefulness with the right people alongside the caster but a big thing has been made about it being broken easily. That is down to the DM properly playing the situation. </p><p>Would the target know the spell and all its details? - I would guess not unless they could cast it themselves and even casters with it on their list may not know or remember all the details if they can't actually cast it. Even if they do know and remember all the details, can they tell the difference right away between that and Eldritch blast?. I can't think of many reasons why random fighter, ranger, barbarian, cleric, druid, rogue etc would know any of this stuff unless they had the sage background with a speciality in spellcasting. If the argument is that they would naturally run away from something that hurts, well thats fine but provokes opportunity attacks from those engaged with them and do they also run away from everything else that hurts them (also provoking opportunity attacks).</p></blockquote><p></p>
[QUOTE="Cannyjiggit, post: 6403907, member: 6780231"] On the bad list: [B]Spare the dying[/B]. It was grossly overpowered in the playtest* but its been trimmed back now to the point that it can be replicated by anyone with a healers kit or the cleric in question probably has a 70% or more chance of doing the same thing with no kit or magic at all (DC 10 check on wisdom[medecine] so most clerics will have at least +4 on that and could have +9 for automatic success by level 9). I think to make it useful now it either needs to be a bonus action to cast or be able to cast at range of some sort (30ft would be my suggestion). *In the playtest it restored 1hp and was also a swift cast (bonus action). Its power was proved in our campaign as the DM was testing encounter limits. The party of 5 blundered into a partially mist filled room spreading out as 8 skeletons rose to attack. Separated with multiple opponents on each tank most of the party was cut down rather quickly with the exception of my cleric (light domain). There then followed a farcical pattern where I would cast spare the dying on the dwarf whilst making an attack on one of the skeletons, having recovered 1hp, the dwarf was now concious and able to make an attack from prone against one of the skeletons before the skeletons retaliated and put her out again. Any that got to my cleric were disadvantaged by Flare (now correctly has limited uses) and prioritised by the dwarf fighter on the next round. Basically, as long as the skeletons didn't finish me off (hard to do with ac 18 and disadvantage) we were invincible. As for the Witch Bolt discussion, I can see its usefulness with the right people alongside the caster but a big thing has been made about it being broken easily. That is down to the DM properly playing the situation. Would the target know the spell and all its details? - I would guess not unless they could cast it themselves and even casters with it on their list may not know or remember all the details if they can't actually cast it. Even if they do know and remember all the details, can they tell the difference right away between that and Eldritch blast?. I can't think of many reasons why random fighter, ranger, barbarian, cleric, druid, rogue etc would know any of this stuff unless they had the sage background with a speciality in spellcasting. If the argument is that they would naturally run away from something that hurts, well thats fine but provokes opportunity attacks from those engaged with them and do they also run away from everything else that hurts them (also provoking opportunity attacks). [/QUOTE]
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