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General Tabletop Discussion
*Dungeons & Dragons
Turning a lacklustre blaster into an all-rounder with a tool for every situation?
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<blockquote data-quote="Shiroiken" data-source="post: 6748757" data-attributes="member: 6775477"><p>Some utility cantrips to consider</p><p></p><p>Light: super awesome for parties with even 1 member lacking darkvision</p><p></p><p>Dancing Lights: similar to Light, but with different utility (you can cast it down a hallway, revealing enemies, but not yourself)</p><p></p><p>Mending: never lose some important item</p><p></p><p>Minor Illusion: useful in and out of combat, but entirely limited by your imagination and DM interpretation</p><p></p><p></p><p>Super useful spells:</p><p></p><p>Alarm (ritual): especially as a wizard, this is almost a must to avoid surprise encounters in the night</p><p></p><p>Comprehend Languages (ritual): also super awesome as a wizard to help learn what enemies are up to and to read ancient runes</p><p></p><p>Find Familiar: familiars can be really useful for scouting, assuming the DM doesn't kill it regularly</p><p></p><p>Grease: a combat control spell, mostly useful if you have a rogue (who can sneak attack a prone enemy)</p><p></p><p>Tasha's Hideous Laughter: a combat control spell to take 1 enemy out until you kill all his friends</p><p></p><p>Blindness/Deafness: mostly blindness, as it's not concentration combat control (most control spells are)</p><p></p><p>Detect Thoughts: super useful when interrogating prisoners, but also good during social encounters with questionable characters</p><p></p><p>Hold Person: the same as Tasha's, but without the extra save when attacked</p><p></p><p>Knock (ritual): hate the noise, but sometimes needed if you don't have a lockpicker</p><p></p><p>Levitate: useful in and out of combat (control in combat, since you can target an enemy)</p><p></p><p>Shatter: never doubt the power of area damage, especially as an evoker</p><p></p><p>Web: probably one of the best low level combat control spells, but make sure your allies have ranged weapons</p></blockquote><p></p>
[QUOTE="Shiroiken, post: 6748757, member: 6775477"] Some utility cantrips to consider Light: super awesome for parties with even 1 member lacking darkvision Dancing Lights: similar to Light, but with different utility (you can cast it down a hallway, revealing enemies, but not yourself) Mending: never lose some important item Minor Illusion: useful in and out of combat, but entirely limited by your imagination and DM interpretation Super useful spells: Alarm (ritual): especially as a wizard, this is almost a must to avoid surprise encounters in the night Comprehend Languages (ritual): also super awesome as a wizard to help learn what enemies are up to and to read ancient runes Find Familiar: familiars can be really useful for scouting, assuming the DM doesn't kill it regularly Grease: a combat control spell, mostly useful if you have a rogue (who can sneak attack a prone enemy) Tasha's Hideous Laughter: a combat control spell to take 1 enemy out until you kill all his friends Blindness/Deafness: mostly blindness, as it's not concentration combat control (most control spells are) Detect Thoughts: super useful when interrogating prisoners, but also good during social encounters with questionable characters Hold Person: the same as Tasha's, but without the extra save when attacked Knock (ritual): hate the noise, but sometimes needed if you don't have a lockpicker Levitate: useful in and out of combat (control in combat, since you can target an enemy) Shatter: never doubt the power of area damage, especially as an evoker Web: probably one of the best low level combat control spells, but make sure your allies have ranged weapons [/QUOTE]
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Turning a lacklustre blaster into an all-rounder with a tool for every situation?
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