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Survivor Worst Spells: FIND TRAPS IS THE WORST!
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<blockquote data-quote="Gadget" data-source="post: 7164673" data-attributes="member: 23716"><p>This is somewhat mitigated by the fact that it is a cantrip. Poor, but a high level spell (that uses a precious spell slot) that is poor is arguably worse. </p><p></p><p></p><p></p><p>I believe the downside is that it tells you nothing about the location of the trap, where it is, or even what it means by line of sight, and such. But I agree it is not <em>that</em> bad. </p><p></p><p></p><p></p><p>Agreed. It is one of those world building or 'caper' spells such that it rarely comes up, the real downside is that the duration is too short. Use it as a ritual to cast it on your party members (for whatever hair-brained scheme you want to pull off) and the duration is almost up on the first target by the time you finish the last (depending on party size).</p><p></p><p></p><p></p><p>It is a ninth level spell that basically requires <strong>TWO</strong> Failed saves before it inflicts a single point pitiful damage for the level with a save every round. And getting 113 creatures with it is just pure fantasy. Sure, if you want to terrorize the peasants in the town square with it, by all means, but that's not what Ninth level spells are for. I will give you the Save Difficulty being high at this level, it's saving grace; but that is only because save based spells in 5e scale automatically with the casters level (due to the DC going up) and this is a ninth level spell. The spell is based entirely on <em>Phantasmal Killer </em>, which is much worse due to being a fourth level spell that does the same thing to a single target with all the downsides (two failed saves to do damage, does to one target what <em>Fear</em> does to many a level lower, save every round). Both spells could be saved by having damage inflicted on the initial failed save as well as the fear condition, with a save every round to end.</p><p></p><p></p><p></p><p>I suggest you read Spiritual Weapon again. Cast in a 6th level slot, it does better damage (5d8 + your spellcasting ability modifier vs 3d10) and is a bonus action to cast, not just direct it on subsequent rounds. And here is the kicker: Spiritual Weapon does not require concentration! For your one 7th level slot a day, I can't see any reason to ever cast MS. Not worth the concentration slot, damage is piddly for that level, it just does not really do much for you. </p><p></p><p> </p><p>Not only costly and niche, but the restrictions on it are so severe that it is more niche than it needs to be. Want to use it in case your favorite staff/weapon/crown jewels is stolen? Better make sure the thief is not holding/using/wearing it before you attempt to recall it. Basically it is a get our weapons/McGuffin past the metal detectors type of spell. Saving grace being that it is a ritual and thus does not require a spell slot.</p></blockquote><p></p>
[QUOTE="Gadget, post: 7164673, member: 23716"] This is somewhat mitigated by the fact that it is a cantrip. Poor, but a high level spell (that uses a precious spell slot) that is poor is arguably worse. I believe the downside is that it tells you nothing about the location of the trap, where it is, or even what it means by line of sight, and such. But I agree it is not [I]that[/I] bad. Agreed. It is one of those world building or 'caper' spells such that it rarely comes up, the real downside is that the duration is too short. Use it as a ritual to cast it on your party members (for whatever hair-brained scheme you want to pull off) and the duration is almost up on the first target by the time you finish the last (depending on party size). It is a ninth level spell that basically requires [B]TWO[/B] Failed saves before it inflicts a single point pitiful damage for the level with a save every round. And getting 113 creatures with it is just pure fantasy. Sure, if you want to terrorize the peasants in the town square with it, by all means, but that's not what Ninth level spells are for. I will give you the Save Difficulty being high at this level, it's saving grace; but that is only because save based spells in 5e scale automatically with the casters level (due to the DC going up) and this is a ninth level spell. The spell is based entirely on [I]Phantasmal Killer [/I], which is much worse due to being a fourth level spell that does the same thing to a single target with all the downsides (two failed saves to do damage, does to one target what [I]Fear[/I] does to many a level lower, save every round). Both spells could be saved by having damage inflicted on the initial failed save as well as the fear condition, with a save every round to end. I suggest you read Spiritual Weapon again. Cast in a 6th level slot, it does better damage (5d8 + your spellcasting ability modifier vs 3d10) and is a bonus action to cast, not just direct it on subsequent rounds. And here is the kicker: Spiritual Weapon does not require concentration! For your one 7th level slot a day, I can't see any reason to ever cast MS. Not worth the concentration slot, damage is piddly for that level, it just does not really do much for you. Not only costly and niche, but the restrictions on it are so severe that it is more niche than it needs to be. Want to use it in case your favorite staff/weapon/crown jewels is stolen? Better make sure the thief is not holding/using/wearing it before you attempt to recall it. Basically it is a get our weapons/McGuffin past the metal detectors type of spell. Saving grace being that it is a ritual and thus does not require a spell slot. [/QUOTE]
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