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General Tabletop Discussion
*Dungeons & Dragons
What spells should be dropped?
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<blockquote data-quote="James Gasik" data-source="post: 9015440" data-attributes="member: 6877472"><p>Ok, but what you're failing to account for is the opportunity cost of spells like this. You get two new spells at each level. When you hit 7th level, even if you're a School of Illusion Wizard, you're not taking this. You're taking Greater Invisibility and Phantasmal Killer.</p><p></p><p>Now maybe at 8th level, you could take it, but at that point you're turning up your nose at Banishment, Confusion, Dimension Door, Divination Ego Whip, Evard's Black Tentacles, etc. etc..</p><p></p><p>So now to get this spell, you're hoping to learn it through other means. But wait, there's more!</p><p></p><p>Spells like Fabricate, Guards and Wards, and yes, Hallucinatory Terrain aren't things you just have prepared every day of the week. You have a limited amount of prepared spells to work with, so now Hallucinatory Terrain has to meet the following requirements to be useful:</p><p></p><p>1) you had the opportunity to learn the spell after getting all of the more useful ones.</p><p>2) you managed to work the spell into your prepared spells list for the day.</p><p>3) the actual situation where this would be more useful than any other spell you know.</p><p></p><p>Can this happen? Sure. And I might also occasionally need Guards and Wards to fortify an abandoned keep to hold off bandits, or Fabricate to turn a bunch of scrap into useful weapons to arm a village. But this isn't something you use on a standard adventuring day, or even more than once per adventure, most likely.</p></blockquote><p></p>
[QUOTE="James Gasik, post: 9015440, member: 6877472"] Ok, but what you're failing to account for is the opportunity cost of spells like this. You get two new spells at each level. When you hit 7th level, even if you're a School of Illusion Wizard, you're not taking this. You're taking Greater Invisibility and Phantasmal Killer. Now maybe at 8th level, you could take it, but at that point you're turning up your nose at Banishment, Confusion, Dimension Door, Divination Ego Whip, Evard's Black Tentacles, etc. etc.. So now to get this spell, you're hoping to learn it through other means. But wait, there's more! Spells like Fabricate, Guards and Wards, and yes, Hallucinatory Terrain aren't things you just have prepared every day of the week. You have a limited amount of prepared spells to work with, so now Hallucinatory Terrain has to meet the following requirements to be useful: 1) you had the opportunity to learn the spell after getting all of the more useful ones. 2) you managed to work the spell into your prepared spells list for the day. 3) the actual situation where this would be more useful than any other spell you know. Can this happen? Sure. And I might also occasionally need Guards and Wards to fortify an abandoned keep to hold off bandits, or Fabricate to turn a bunch of scrap into useful weapons to arm a village. But this isn't something you use on a standard adventuring day, or even more than once per adventure, most likely. [/QUOTE]
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What spells should be dropped?
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