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What Spells Would You De-Nerf? (and how would you change them...)
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<blockquote data-quote="DEFCON 1" data-source="post: 7941266" data-attributes="member: 7006"><p>My two main spell de-nerfs that I now use are for True Strike and Blade Ward. In both cases I changed the duration to 1 hour + Concentration (so that they both could be cast out of combat). Then the spell stays active in the caster's mind until they choose to release it to get the effect. Thus True Strike's advantage doesn't apply to the first spell they cast with an attack roll, the caster gets to choose what attack. So the wizard could throw a couple Firebolts to start with, and then save the Advantaged attack roll when they cast Chromatic Orb. Likewise for Blade Ward, the caster doesn't gain resistance to the first non-magical B/P/S attack they receive... the wizard gets to choose for themself which attack they take that gets to apply the ward. In both cases, once the effect goes off the spell is over and they then have to use an Action to get them back up.</p><p></p><p>What this does is give the wizard at least one "good use" out of both spells without having to spend an action in combat to activate them. They can activate one of them outside of combat and then just use their Concentration slot for it until the spell goes off. If they want a second True Strike or Blade Ward during the combat, then they'll have to use their Action to re-cast as normal.</p><p></p><p>This was the best way I could come up with to make both cantrips moderately useful without changing them over to Bonus action spells (thus guaranteeing their use on EVERY round, which I didn't want.) And I know that at least True Strike has been successful, as I had a new wizard player that seemed to be missing on their Orbs pretty frequently and getting discouraged, and this change gave him a little bit of sunlight.</p></blockquote><p></p>
[QUOTE="DEFCON 1, post: 7941266, member: 7006"] My two main spell de-nerfs that I now use are for True Strike and Blade Ward. In both cases I changed the duration to 1 hour + Concentration (so that they both could be cast out of combat). Then the spell stays active in the caster's mind until they choose to release it to get the effect. Thus True Strike's advantage doesn't apply to the first spell they cast with an attack roll, the caster gets to choose what attack. So the wizard could throw a couple Firebolts to start with, and then save the Advantaged attack roll when they cast Chromatic Orb. Likewise for Blade Ward, the caster doesn't gain resistance to the first non-magical B/P/S attack they receive... the wizard gets to choose for themself which attack they take that gets to apply the ward. In both cases, once the effect goes off the spell is over and they then have to use an Action to get them back up. What this does is give the wizard at least one "good use" out of both spells without having to spend an action in combat to activate them. They can activate one of them outside of combat and then just use their Concentration slot for it until the spell goes off. If they want a second True Strike or Blade Ward during the combat, then they'll have to use their Action to re-cast as normal. This was the best way I could come up with to make both cantrips moderately useful without changing them over to Bonus action spells (thus guaranteeing their use on EVERY round, which I didn't want.) And I know that at least True Strike has been successful, as I had a new wizard player that seemed to be missing on their Orbs pretty frequently and getting discouraged, and this change gave him a little bit of sunlight. [/QUOTE]
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What Spells Would You De-Nerf? (and how would you change them...)
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