Originally Posted by
Corran
Exactly.
This was my first thought too. Well, the choke point really, but I get that there are ways to improve on it (like the caltrops you mentioned). I can see this working well in most dungeons. We are already thinking under the assumption that the group of pc's has a strong collective ranged attack, so when there is no reason to press the attack (rush before the hostages get executed, or before the villain flees with the McGuffin, or before reinforcements arrive etc), we could always try to lure enemies back to this certain part of the dungeon where it would be suitable to use this plan (the alternative I see being that we could engage in a war of attrition, and again that's profitable because I am assuming that pc's are capable of regenerating health much faster than several enemies). Basically, I am interested to see how well I could make it work without relying on a choke point, cause if I've got the choke point I might not even have to rely on such a spell. Well, maybe for reducing the risk and consequently expediting the fight.
I am thinking more along the lines that if I can't prevent enemies from attacking me, or at the very least if I cannot prevent them from attacking me from inside my AoE, then I should use something else instead. Though perhaps I am setting a higher bar than I should here, and that may be because I don't value sickening radiance and dawn that much otherwise (and I could be wrong about that). I can't tell though if you are mentioning this for the sake of completion. Personally, I am still trying to figure out if I can translate sculpt SR/dawn and overchannel into an effective combat strategy that is not too niche, so that I include one of these spells in my list as an evoker in the first place. And not to make sure I get the best out of them after I have already included them.
I had to check sickening radiance again, cause I thought it deals half damage on a failed save (also, I am assuming that exhaustion happens only after a failed save, which may be ambiguous). Now I see why dawn might justify a higher level slot, cause the movement alone (considering the change in timing for the saves) didn't cut it for me before. Yes, the odds are not bad. Btw, this is probably the idea I was looking for. How important do you think having an ally with access to warding bond would be in that case?
I also like this a lot. Would you bother with the skulker feat?
Being around to throw a dispel magic (or better yet, a counterspell that wont get countered) should I need to (if for example an enemy casts their own AoE to force my allies out of SR's AoE) could be very useful.
Yes, anything that adds up will be useful. In the case of the goblin if stealth fails, in the case of the yuan-ti (who might stay inside their own AoE) so that we reduce the risk of losing concentration and dropping unconscious.