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Zone spells and amazing damage potential
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<blockquote data-quote="Tormyr" data-source="post: 6562120" data-attributes="member: 6776887"><p>Cloudkill shines as an area control spell in a dungeon, where cone of cold is not necessarily able to hit multiple enemies. It does reduced damage partially because it also heavily obscures the area. Cone of Cold also is difficult to use without friendly fire unless the caster is an evoker or sorcerer. Spirit Guardians has no friendly fire possibility, and it makes the aura difficult terrain (that is why it does less damage; I can't believe I forgot that). </p><p></p><p>Having them fire only once a round does not make them useless because actions can still be taken (except in the case of Moonbeam). My players have used both Spirit Guardians and Moonbeam to great effect. Spirit Guardians has saved the party multiple times. It is a great spell in general and especially when the party is ambushed from all sides.</p></blockquote><p></p>
[QUOTE="Tormyr, post: 6562120, member: 6776887"] Cloudkill shines as an area control spell in a dungeon, where cone of cold is not necessarily able to hit multiple enemies. It does reduced damage partially because it also heavily obscures the area. Cone of Cold also is difficult to use without friendly fire unless the caster is an evoker or sorcerer. Spirit Guardians has no friendly fire possibility, and it makes the aura difficult terrain (that is why it does less damage; I can't believe I forgot that). Having them fire only once a round does not make them useless because actions can still be taken (except in the case of Moonbeam). My players have used both Spirit Guardians and Moonbeam to great effect. Spirit Guardians has saved the party multiple times. It is a great spell in general and especially when the party is ambushed from all sides. [/QUOTE]
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