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Treantmonk's Guide to Wizards 5e
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<blockquote data-quote="SpoCk0nd0pe" data-source="post: 7091379" data-attributes="member: 6803972"><p>Thank you for your reply!</p><p></p><p>Your example is not exactly what I thought about. I am too lazy to actually count the intelligence scores of monsters by CR but there really are <em>a lot</em> of very dangerous unintelligent (3 or less) monsters in the MM. If you look at an 18 int wizard at level 5, making even 2 Int saves vs a DC of 15 is not too likely. A 3 Int monster has a 21% chance to resist.</p><p></p><p>Don't forget that the spell states that it takes an action to investigate. So the affected creature has to spend actions for the chance to make an investigation check. Good luck Mr. T-Rex! Against the level 5 Wizard he has a 10% chance to make the save. On his rounds he can decide to spend an action to get another 10% chance to resist (if the DM decides the T-Rex actually gets the idea to investigate the suffocating Bag around his head in the middle of combat). This is why I said the spell almost seems like a no save just suck for a lot of creatures.</p><p></p><p>A curiosity about the MM is that Int scores do not seem to scale with level the same way other ability scores do until you reach very high levels. There are some Int monsters but they are really few. Most of them are stuck around 10 and the percentage of unintelligent monsters does not drop significantly. Int save proficiency also seems to be quite rare. So at higher levels, the spell gets even more tricky to avoid for many monsters. Even a 10 Int monster still has only 31% of a chance to make both saves against a level 9 Wizard with 20 Int.</p><p></p><p>From the Spell text:</p><p>While a target is affected by the spell, the target treats the phantasm as if it were real. The target rationalizes any illogical outcomes from interacting with the phantasm. An affected target is so convinced of the phantasm's reality that it can even take damage from the illusion. </p><p></p><p>That's a really strong illusion! I would argue that most unintelligent creatures would not realise they are being tricked, so I think they would not necessarily get a second save.</p><p></p><p>I think the spell is somewhat situational but not necessarily more then other blue choices like e.g. Counterspell. It screws low int monsters (which are plenty in the MM) very reliably with a second level slot. At mid levels it is even decent against medium Int monsters.</p></blockquote><p></p>
[QUOTE="SpoCk0nd0pe, post: 7091379, member: 6803972"] Thank you for your reply! Your example is not exactly what I thought about. I am too lazy to actually count the intelligence scores of monsters by CR but there really are [I]a lot[/I] of very dangerous unintelligent (3 or less) monsters in the MM. If you look at an 18 int wizard at level 5, making even 2 Int saves vs a DC of 15 is not too likely. A 3 Int monster has a 21% chance to resist. Don't forget that the spell states that it takes an action to investigate. So the affected creature has to spend actions for the chance to make an investigation check. Good luck Mr. T-Rex! Against the level 5 Wizard he has a 10% chance to make the save. On his rounds he can decide to spend an action to get another 10% chance to resist (if the DM decides the T-Rex actually gets the idea to investigate the suffocating Bag around his head in the middle of combat). This is why I said the spell almost seems like a no save just suck for a lot of creatures. A curiosity about the MM is that Int scores do not seem to scale with level the same way other ability scores do until you reach very high levels. There are some Int monsters but they are really few. Most of them are stuck around 10 and the percentage of unintelligent monsters does not drop significantly. Int save proficiency also seems to be quite rare. So at higher levels, the spell gets even more tricky to avoid for many monsters. Even a 10 Int monster still has only 31% of a chance to make both saves against a level 9 Wizard with 20 Int. From the Spell text: While a target is affected by the spell, the target treats the phantasm as if it were real. The target rationalizes any illogical outcomes from interacting with the phantasm. An affected target is so convinced of the phantasm's reality that it can even take damage from the illusion. That's a really strong illusion! I would argue that most unintelligent creatures would not realise they are being tricked, so I think they would not necessarily get a second save. I think the spell is somewhat situational but not necessarily more then other blue choices like e.g. Counterspell. It screws low int monsters (which are plenty in the MM) very reliably with a second level slot. At mid levels it is even decent against medium Int monsters. [/QUOTE]
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