Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
Treantmonk's Guide to Wizards 5e
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Treantmonklvl20" data-source="post: 7209231" data-attributes="member: 55582"><p>Hi MooreVol, glad you've enjoyed my guide and the thread!</p><p></p><p></p><p>The groups I play with don't use UA material at all, so I don't bother even reading them. One thing I note from your description is that it sounds like you are choosing what you summon. Is this a feature of the spell? Normally with summoning, it's the GM who decides who answers the summons (according to the official FAQ regarding summoning spells). This is what prevents Druids for example from using Conjure Woodland Beings to summon a bunch of polymorph casting pixies if memory serves.</p><p></p><p></p><p>Yes, a bit of both of those reasons. You create a sphere, that remains while you concentrate on it (for up to a minute), that importantly is immobile. The sphere does damage to those within it that is not particularly good, then you can use up your bonus action, 1/round, to make an attack roll on an enemy within 60' of the sphere for another 4d6 damage. </p><p></p><p>Seems to me that essentially you are getting about 6d6 damage on a single target (if you hit and they fail their strength save) in the first round, then after that it's using up your concentration and your bonus actions to maybe do 4d6 damage to a single target. By itself that's not too bad (not great - but OK), but since the sphere is immobile, you have to also deal with the possibility that applicable targets might just move away. Often it won't be tactically smart for them to do that, but it's not that rare either. as a 4th level spell, this is a pretty big investment. This is why I mention restraining in my evaluation. When you can walk away from the effect, that's a hefty downside. I still don't think the spell is bad, it's OK.</p><p></p><p> It matters moderately. It's not a deal breaker, but it's not good either. No, spell DC's (in my experience) never get so high that creatures never save, and saving throws/ability checks never get so high that they always save. Str or Dex check to escape means escaping will happen more often, but not always. With spells like Evard's - the trick is always to cast when you can trap multiple creatures, so that some save while others don't - dividing their forces.</p><p></p><p></p><p>Yes, and you are getting to the level where you will be relying on cantrips less (as you have more castings overall), which is also nice. Level 7 is a bit of a turning point for Wizards, where they really start to shine, and it just gets better from here!</p></blockquote><p></p>
[QUOTE="Treantmonklvl20, post: 7209231, member: 55582"] Hi MooreVol, glad you've enjoyed my guide and the thread! The groups I play with don't use UA material at all, so I don't bother even reading them. One thing I note from your description is that it sounds like you are choosing what you summon. Is this a feature of the spell? Normally with summoning, it's the GM who decides who answers the summons (according to the official FAQ regarding summoning spells). This is what prevents Druids for example from using Conjure Woodland Beings to summon a bunch of polymorph casting pixies if memory serves. Yes, a bit of both of those reasons. You create a sphere, that remains while you concentrate on it (for up to a minute), that importantly is immobile. The sphere does damage to those within it that is not particularly good, then you can use up your bonus action, 1/round, to make an attack roll on an enemy within 60' of the sphere for another 4d6 damage. Seems to me that essentially you are getting about 6d6 damage on a single target (if you hit and they fail their strength save) in the first round, then after that it's using up your concentration and your bonus actions to maybe do 4d6 damage to a single target. By itself that's not too bad (not great - but OK), but since the sphere is immobile, you have to also deal with the possibility that applicable targets might just move away. Often it won't be tactically smart for them to do that, but it's not that rare either. as a 4th level spell, this is a pretty big investment. This is why I mention restraining in my evaluation. When you can walk away from the effect, that's a hefty downside. I still don't think the spell is bad, it's OK. It matters moderately. It's not a deal breaker, but it's not good either. No, spell DC's (in my experience) never get so high that creatures never save, and saving throws/ability checks never get so high that they always save. Str or Dex check to escape means escaping will happen more often, but not always. With spells like Evard's - the trick is always to cast when you can trap multiple creatures, so that some save while others don't - dividing their forces. Yes, and you are getting to the level where you will be relying on cantrips less (as you have more castings overall), which is also nice. Level 7 is a bit of a turning point for Wizards, where they really start to shine, and it just gets better from here! [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Treantmonk's Guide to Wizards 5e
Top