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General Tabletop Discussion
*Dungeons & Dragons
Spells. What needs adjusted?
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<blockquote data-quote="Zubatcarteira" data-source="post: 8979073" data-attributes="member: 7025705"><p>Yeet Shield into the stratosphere. </p><p></p><p>Spells that deal damage over time probably need to be limited to when a creature moves into them with their speed/action/reaction, like with opportunity attacks, or start their turn there. Knocking people in and out of Spirit Guardians or through Spike Growth does some crazy stuff. </p><p></p><p>Yeet the conjure spells and animate objects. </p><p></p><p>Add AC and HP to the force spells like Wall of Force and Forcecage, both should be concentration. </p><p></p><p>Yeet Simulacrum into the sun.</p><p></p><p>Yeet True Polymorph and Shapechange into a black hole. </p><p></p><p>More to do with the Saving Throw system, but them targetting six saves is too much when they just don't scale at all. A level 20 character can easily be disabled by even CR 1/2 casters with the right spells. </p><p></p><p>That's all I can think of at the moment.</p></blockquote><p></p>
[QUOTE="Zubatcarteira, post: 8979073, member: 7025705"] Yeet Shield into the stratosphere. Spells that deal damage over time probably need to be limited to when a creature moves into them with their speed/action/reaction, like with opportunity attacks, or start their turn there. Knocking people in and out of Spirit Guardians or through Spike Growth does some crazy stuff. Yeet the conjure spells and animate objects. Add AC and HP to the force spells like Wall of Force and Forcecage, both should be concentration. Yeet Simulacrum into the sun. Yeet True Polymorph and Shapechange into a black hole. More to do with the Saving Throw system, but them targetting six saves is too much when they just don't scale at all. A level 20 character can easily be disabled by even CR 1/2 casters with the right spells. That's all I can think of at the moment. [/QUOTE]
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Community
General Tabletop Discussion
*Dungeons & Dragons
Spells. What needs adjusted?
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