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What is the most powerful spell?
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<blockquote data-quote="Yaarel" data-source="post: 7206390" data-attributes="member: 58172"><p>All true. But to be fair, Fireball is extremely effective at the level it becomes available. 28 damage across a wide area often enough ends an encounter. Moreover, not every party has a Fighter, and even if it does, the Wizard might be responsible for dealing with multiple targets, which Fireball is great at, while the Fighter focuses on a single target.</p><p></p><p>That said, both Fireball and Hypnotic Pattern are Excellent spells. If you want to suggest a list with reordered spells within the Excellent category, please do so. We can comb thru it together.</p><p></p><p></p><p></p><p></p><p></p><p>Sanctuary seems a mix. It is an effective defense, but simultaneously removes the character from being able to do offense. This is the same problem with Gaseous Form. In the case of Sanctuary, this means the ‘protected’ target is defacto removed from the game, or else the character happens to be one that specializes in buffing allies. In either case, the usefulness is more situational. Maybe not as extreme as Gaseous Form, but a liability nonetheless.</p><p></p><p>I did nudge Sanctuary ‘downward’ a bit. But it is hard for me to see it as more useful than Detect Magic. (Detect Magic is a radar for significant hostiles or magic treasure. A kind of ‘Spidey sense’.) It is even difficult for me to justify Sanctuary as better than Longstrider. In my experience, ‘kiting’ (attacking from a safe distance) is a highly effective tactic, as long as ‘tanks’ are present. So the extra +10 feet speed to outrun any hostiles who try approach is a powerful defense, in many situations. Bane is good, not only because it disadvantages hostile attacks, but because the disadvantaged save makes the target vulnerable to further spells. I do get your argument that using Sanctuary to protect a caster who is buffing the entire party is valuable.</p></blockquote><p></p>
[QUOTE="Yaarel, post: 7206390, member: 58172"] All true. But to be fair, Fireball is extremely effective at the level it becomes available. 28 damage across a wide area often enough ends an encounter. Moreover, not every party has a Fighter, and even if it does, the Wizard might be responsible for dealing with multiple targets, which Fireball is great at, while the Fighter focuses on a single target. That said, both Fireball and Hypnotic Pattern are Excellent spells. If you want to suggest a list with reordered spells within the Excellent category, please do so. We can comb thru it together. Sanctuary seems a mix. It is an effective defense, but simultaneously removes the character from being able to do offense. This is the same problem with Gaseous Form. In the case of Sanctuary, this means the ‘protected’ target is defacto removed from the game, or else the character happens to be one that specializes in buffing allies. In either case, the usefulness is more situational. Maybe not as extreme as Gaseous Form, but a liability nonetheless. I did nudge Sanctuary ‘downward’ a bit. But it is hard for me to see it as more useful than Detect Magic. (Detect Magic is a radar for significant hostiles or magic treasure. A kind of ‘Spidey sense’.) It is even difficult for me to justify Sanctuary as better than Longstrider. In my experience, ‘kiting’ (attacking from a safe distance) is a highly effective tactic, as long as ‘tanks’ are present. So the extra +10 feet speed to outrun any hostiles who try approach is a powerful defense, in many situations. Bane is good, not only because it disadvantages hostile attacks, but because the disadvantaged save makes the target vulnerable to further spells. I do get your argument that using Sanctuary to protect a caster who is buffing the entire party is valuable. [/QUOTE]
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