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<blockquote data-quote="Zubatcarteira" data-source="post: 8551255" data-attributes="member: 7025705"><p>If a long adventuring day with multiple encounters is supposed to reign in the wizard by making them spend their slots, then not having to cast it again is saving you slots and making you effective for longer. It also matters for stuff like Hypnotic Pattern, if you lose concentration they're all freed, and may be able to act before you can cast it again.</p><p></p><p>It gives the same bonus as a 20 dex, so you'll likely have the highest even in a dex party. Especially good for Chronurgy wizards since they add their Int to it as well. Doubly good against surprise attacks, since you can act in the surprise round and likely go before the enemy.</p><p></p><p>For a Wizard, more spells is pretty much more power, it's their whole thing. Take Fey Touched, you get Misty Step, which you'd definitely want anyway, and an enchantment or divination 1st level spell, say, Silvery Barbs.</p><p></p><p>You get teleportation and the ability to make an enemy reroll their saving throw against your spell, then have them always prepared to use with spell slots, and a free use for each. Both are useful pretty much through all levels, and allow you to prepare other spells instead, it's two new spells since those two are so good you'd definitely want them annyway.</p><p></p><p>A Wizard isn't like a Fighter, they don't have one thing they'll always want to do, sometimes damage, sometimes save or suck, sometimes buffing, having more spells gives them more options to use and makes them more powerful overall.</p><p></p><p>I meant it for Fireball, pretty much. If you're fighting resistant people, it's pretty good, but definitely situational. Does increase their power anyway though.</p><p></p><p></p><p>As always, more choices is more power for a Wizard. Say, at-will Mage Armor saves them slots to use on other stuff or Devil's Sight counters the weakness of non darkvision for variant humans, so they don't have to carry stealth-ruining torches or waste a prepared spell and slot on the Darkvision spell. </p><p></p><p>I was thinking more about Subtle Spell, you can use it twice. Great for casting while not being noticed, or to not be counterspelled if you're fighting another caster.</p><p></p><p>It can be used to reroll saves, including concentration ones, or save or suck ones that'd make you drop concentration, or damage ones that'd drop you to low health. Also, on Counterspell and Dispel Magic ability checks.</p><p></p><p>As I had mentioned above, "Frontline" is a shaky concept, it's really hard to set up if you don't have a chokepoint or the DM isn't playing along. Ranged attacks can still get you, flying or teleporting creatures can go right next to you, and even the ones on the ground can just walk past the melee boys since all they can do is do an opportunity attack most of the time, and a single attack doesn't do much damage even to rather low CR creatures that have dozens of HP each.</p><p></p><p>It definitely ties back to the spell casting power, since it'll save you slots. If you have more AC, they'll hit you less, you'll have to Shield less, and have more spells to cast later. More HP means you survive longer, so if you get attacked there's less chance you'll be KO'd, drop your concentration spells, and, like, die.</p></blockquote><p></p>
[QUOTE="Zubatcarteira, post: 8551255, member: 7025705"] If a long adventuring day with multiple encounters is supposed to reign in the wizard by making them spend their slots, then not having to cast it again is saving you slots and making you effective for longer. It also matters for stuff like Hypnotic Pattern, if you lose concentration they're all freed, and may be able to act before you can cast it again. It gives the same bonus as a 20 dex, so you'll likely have the highest even in a dex party. Especially good for Chronurgy wizards since they add their Int to it as well. Doubly good against surprise attacks, since you can act in the surprise round and likely go before the enemy. For a Wizard, more spells is pretty much more power, it's their whole thing. Take Fey Touched, you get Misty Step, which you'd definitely want anyway, and an enchantment or divination 1st level spell, say, Silvery Barbs. You get teleportation and the ability to make an enemy reroll their saving throw against your spell, then have them always prepared to use with spell slots, and a free use for each. Both are useful pretty much through all levels, and allow you to prepare other spells instead, it's two new spells since those two are so good you'd definitely want them annyway. A Wizard isn't like a Fighter, they don't have one thing they'll always want to do, sometimes damage, sometimes save or suck, sometimes buffing, having more spells gives them more options to use and makes them more powerful overall. I meant it for Fireball, pretty much. If you're fighting resistant people, it's pretty good, but definitely situational. Does increase their power anyway though. As always, more choices is more power for a Wizard. Say, at-will Mage Armor saves them slots to use on other stuff or Devil's Sight counters the weakness of non darkvision for variant humans, so they don't have to carry stealth-ruining torches or waste a prepared spell and slot on the Darkvision spell. I was thinking more about Subtle Spell, you can use it twice. Great for casting while not being noticed, or to not be counterspelled if you're fighting another caster. It can be used to reroll saves, including concentration ones, or save or suck ones that'd make you drop concentration, or damage ones that'd drop you to low health. Also, on Counterspell and Dispel Magic ability checks. As I had mentioned above, "Frontline" is a shaky concept, it's really hard to set up if you don't have a chokepoint or the DM isn't playing along. Ranged attacks can still get you, flying or teleporting creatures can go right next to you, and even the ones on the ground can just walk past the melee boys since all they can do is do an opportunity attack most of the time, and a single attack doesn't do much damage even to rather low CR creatures that have dozens of HP each. It definitely ties back to the spell casting power, since it'll save you slots. If you have more AC, they'll hit you less, you'll have to Shield less, and have more spells to cast later. More HP means you survive longer, so if you get attacked there's less chance you'll be KO'd, drop your concentration spells, and, like, die. [/QUOTE]
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