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2021-05-10, 10:37 AM (ISO 8601)
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Re: Overestimated/Underestimated Spells
It makes Air Genasi very fun to play in tier one, as they can utilize it from the get-go. Personal favorite usage: Levitate a small party member, then drag them around like a balloon if you need to escape quickly. (Other uses include keeping it Ready to act like a makeshift Feather Fall, or lifting a melee attacking enemy so that it can no longer reach you while dealing with other creatures, or -- my favorite use -- Hold Person but still allows your target to talk for negotiation/interrogation purposes.)
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2021-05-10, 10:47 AM (ISO 8601)
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2021-05-10, 11:04 AM (ISO 8601)
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Re: Overestimated/Underestimated Spells
Oh good shout on guidance. I mean its still good, just not as awesome as often assumed.
This is another spell listed as underrated, but I had thought was widely thought of as being very highly regarded? Either way, an awesome spell.
I have always found levitate to be less good than it looks. It looks like a cheap control spell but I find a Con save is pretty easy to make much of the time and most enemies either pack a ranged attack OR are very well placed to pass the save. It is also, in most encounters, not enough to protect you from counterattacks so your concentration is still likely to go down (unlike say wall of force or hypnotic pattern that are high impact enough that they also protect you from harm).
So sleet storm is good... but I put it into the bucket of spells that are good but just out-competed by all the really, really good level 3 spells. If you are a druid - is it better than conjure animals/Plant growth? If you are a sorcerer/wizard is it better than fireball, hypnotic pattern, fear, counterspell, dispel magic etc.? I have a lot of sympathy - I can keep listing the awesome stuff about this spell (concentration save that is actually tough to pass - though for many fireball would do the same, obscurement with no save, difficult terrain with no save), but I just never find it quite good enough.
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2021-05-10, 11:16 AM (ISO 8601)
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Re: Overestimated/Underestimated Spells
... I owe my players an apology, they cast Plant Growth in a trade depot built in a hollowed out stalagtite, so almost everything was slowed down, creating a hectic situation during a tense diplomacy effort. and neither me nor my players noticed that very important detail in the spell description.
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2021-05-10, 12:08 PM (ISO 8601)
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Re: Overestimated/Underestimated Spells
That is a very good point. Spirit Guardians may or may not be the first choice spell, but it may be super efficient if my cleric rolls a very low initiative and finds the battlefield to be a confusing mess by the time his turn arrives.
I have been feeling that Spirit Guardians is overrated. But my experience may be skewed because I am playing a Tempest Cleric. Even in confusing fights I can usually employ Destructive Wrath + upcast Shatter to leave a pair of enemies teetering and easily finished off by my teammates.I owe Peelee 5 Quatloos. But I am going double or nothing that Durkon will be casting 8th level spells at the big finale.
I bet Goblin_Priest 5 quatloos that Xykon does not know RC has the phylactery at this point in the tale (#1139).
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2021-05-10, 12:22 PM (ISO 8601)
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Re: Overestimated/Underestimated Spells
It is true that Bless is often not the best spell for a given encounter. However, it is almost always a very good choice that comes at an attractively affordable resource cost. The effect is not spectacular, but simply makes other PCs more reliable. It feels like a sure thing.
Bless is popular because it is a safe choice that you are unlikely to regret casting in a confusing situation. In contrast, it is not unusual to cast Spiritual Weapon or Spirit Guardians or Hold Person and regret burning that spell slot for that combat.I owe Peelee 5 Quatloos. But I am going double or nothing that Durkon will be casting 8th level spells at the big finale.
I bet Goblin_Priest 5 quatloos that Xykon does not know RC has the phylactery at this point in the tale (#1139).
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2021-05-10, 01:37 PM (ISO 8601)
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Re: Overestimated/Underestimated Spells
I think these two posts go hand in hand.
Spirit Guardians is great, but fireball can do much of the same in less time and without concentration. Shatter is a bit less efficient but is still good. Concentration limits the cleric hard.
But most clerics don't get blasting spells. SG is good enough though but the opportunity cost of forgoing bless is steep.
If bless were not so good, SG would look better. As it is, I still rate it as one of the best cleric spells.
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2021-05-10, 03:08 PM (ISO 8601)
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Re: Overestimated/Underestimated Spells
I had a player with a Cleric 1/ Wizard 14ish come out of a fight with Tiamat saying basically that; with all the options he had, he would have been just better off upcasting Bless on the 5 characters for the encounter rather than what he tried (can't remember what at the moment). That was in a party with 3 martials who were making numerous attacks per round though. The sheer number of saves the party had to make in that battle was a factor too.
It's pretty hard for me to read spell X is overrated when the point of comparison is Bless.
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2021-05-10, 03:45 PM (ISO 8601)
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Re: Overestimated/Underestimated Spells
Even a good spell can be the best spell ever when the situation is right. Bless is wonderful against foes who force a lot of saving throws or at least force saves you cannot afford to miss. When fighting a beholder or mindflayer, Bless can be crucial. Other times a different spell is the best spell ever. Playing a Cleric I had cast Bane against a Hydra, one creature but multple heads meant multiple attacks all at -1d4 to hit. The party suffered hardly a scratch. It is a feature of spellcasting in general for the right spell at the right time to win the day. That does not make a spell that was of no use in one combat never to be the best spell ever in another combat. Playing an Artificer in a different campaign no one complained I had cast Fairie Fire when we were battling Invisible Stalkers.
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2021-05-11, 06:16 AM (ISO 8601)
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Re: Overestimated/Underestimated Spells
"+1 damage vs +1 attack roll" is a realistic question and quite easy to answer. Tasha has a Fighting Style feat which is attack roll+2 or damage roll+2 in most cases. They need to compete with +2STR/DEX feat. One don't need to argue with any special condition from AC5 to AC15 to AC25, he should consider average AC and damage to decide how good the feat is.
Given some examples, to compare bless and haste we could transform bless into a single target spell to make the comparison easier. For haste, I decide on average a dps attack 3 times per turn with 60% chance to hit, so one extra attack = +4 attack roll, wis save > con save > dex save > all other saves combined so I estimate +4.5 dex save roughly equals to +1 all save. The idea is simple: transform different effects to simliar effect to compare them, that's the central idea of my optimazition. I don't think any argument with any special condition are justify as reasons to estimate any effect, nor should any "difference" could be a reason to stop comparison.
Familiar is easy to die when send to help/DB, too many players afraid their familiar get killed and don't use them in combat.
BTW, use familiar to absorb one attack is not a bad choice, that's how cheap familiar in 5e.
[QUOTE=Valmark;25041039]
Swift Quiver gives two bonus attacks and is online by the second round. Again, read the spell.[QUOTE=Valmark;25041039]
Swift Quiver need bonus action to cast, so you lost 1 attack in turn 1, turn 2 is just get back the attack caster lost in turn 2, only in turn 3+ you get 1 more attack per turn.
You make same mistakes again and again in one post.
Ofc spells are "different", but "different" doesn't mean they can't being compared. Extra attack could transform into +attack roll, extra hp or any other effect to compare, a easy example is +4-5
Are you honest think "different save" "immune to sight effects" or other trival difference could greatly change the overall value of a spell? These endless tiny advantages or disadvantages should be ignored to make us focus on core of comparison.Last edited by shipiaozi; 2021-05-11 at 06:28 AM.
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2021-05-11, 06:36 AM (ISO 8601)
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Re: Overestimated/Underestimated Spells
The problem with this optimization is that it completely discards anything that isn't numbers, then also turns numbers in different ones without a real sense (at least none that you explained).
It basically ensures you'll have a wrong view of stuff- and if a new player comes around and doesn't know what's what they risk having their fun ruined because they follow your advice and do stuff thinking it'll work as you say. Otherwise it'd be fine, everybody's got their opinions.
It's cheap only if it absorbs an attack (if it's an AoE it's just a loss) and only if you have enough money to not care.
And, you know, you could just learn how to use it without making it die.
You only lose an attack if you have a bonus action attack already, which means having specific feats or class features.
No, an extra attack can't be rapresented as a bonus to attack rolls. They are intrinsecally different- if only because a bonus to attack rolls doesn't mean you can actually hit twice.
No, because they change a lot. Having an Int save instead of Dex save (for example) is going to make the spell stronger against loads of more enemies. Or having to avoid allies vs having an AoE that doesn't harm allies.Last edited by Valmark; 2021-05-11 at 06:50 AM.
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2021-05-11, 07:57 AM (ISO 8601)
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Re: Overestimated/Underestimated Spells
This is an appeal to authority fallacy. You assume WotC has done their balancing right in equating +2 to attack rolls to +2 to damage, which is generally not the case (hit bonus is better up until very extreme cases). Indeed, this is one of the reason bows are so much better than other attacking options, because the +2 to attack bonus amounts to close to +4 to damage with Sharpshooter. It's generally the case that you can't take "1 feat = 1 ASI" or any assumptions behind the system at face value since many of those are asymmetric: there are differences in value between the options.
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2021-05-11, 09:25 AM (ISO 8601)
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Re: Overestimated/Underestimated Spells
Well, yes, average AC does indeed help, but that's exactly the context we are trying to talk about. However, misconstruing what spells actually do, and getting faulty ideas from them, is going to result in faulty conclusions.
For instance, even at low levels, you could face an Ogre one battle, and a Quickling the next. Their CRs are close, and both may be fought at fairly low levels, so one could compare them. One has low AC and abysmal Dexterity, but a high amount of health and Constitution. The other has insane Dexterity granting a much higher AC, and Evasion features with attacks at disadvantage against them except in specific circumstances, but their health is abysmal to compensate. You would not fight these two the same way, and thus the spells you use are different. That is what people mean by saves being different. You will hardly ever catch a Quickling with a Dex save at a low level, and even if you do you might do very little, while using Dex saves against an Ogre is the best idea because its really hard for them to escape it. And the reverse is true for Constitution saves, as that is the Quicklings relative weak point but Ogres will barely feel it.
To try and equate all saves as the same and try to average it all out is to be reductive to the point of absurdity. They are all saves, yes, but certain spells will work better against different creatures because of the difference in those saves.
Imagine you are a farmer, and you have horses, cows, dogs, and chickens. You want to make good fences to keep them in. You find that a short wire fence keeps chickens in astoundingly well and for a great price, so you start to think "Wow, this fence holds in this animal really well! I should probably use it for all my animals since its such a great fence." Then, once you build multiple enclosures for your other animals with the same style of fence, you find that your horses just walked over them, the cows tore the wire down, and the dogs dug under them. Such a fence really only worked for a single scenario. Just because one tool was a great idea for one circumstance, does not mean it was a good idea for all other circumstances.
To bring it back, just because a spell provides a great bonus to one save, does not mean that it provides a good bonus for all others. This is why your "Advantage on Dexterity saves can be equivalent to +1 to all saves" is a faulty conclusion, as it is too abstracted to have any meaning.
So when you ask:
Then the only answer is undoubtedly yes, the differences is what makes the spells have different use cases, and that they should not be ignored or abstracted down to a single numerical value.
I could try to refute every assertion you make extensively, but that is the crux of it: most of your assertions come across as far too reductive to extract any real value out of them. Other forum-goers pointed out similar issues, and I could try and tell you Bless already can function as a single target spell (it's just a 1d4 on attacks and saves, which doesn't average out to +7.5. You can choose one target or more, but to treat one small bonus to three targets as the exact same as triple the bonus to one target is too reductive to analyze sufficiently) or that multiple attacks do not translate to a bonus on attack rolls (in fact, they compound one another, which means they are synergistic, not simply additive. At best, you would try and multiply, or use exponential functions) but I'll stop there. I do like some of the conclusions you come to, but the reasoning for them is not something I can agree with and I wouldn't try to optimize based on your logic.Last edited by Protolisk; 2021-05-11 at 09:55 AM.
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2021-05-11, 10:01 AM (ISO 8601)
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Re: Overestimated/Underestimated Spells
Having varied spells that allows to adapt to the situation is a good thing and it is why a spell that counters invisibility and also adds advantage(faerie fire) can be useful if you were not going to take (or were not going to be able to take) other spells that counters invisibility or why a save or lose spell that targets a con save can still be useful even if you already have an overall superior save or lose spell that also targets an int save.
Last edited by noob; 2021-05-11 at 10:01 AM.
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2021-05-11, 10:17 AM (ISO 8601)
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Re: Overestimated/Underestimated Spells
Yes, very much yes. This is why the UA Lore wizard was Horribly broken. Being able to change a spell to target what would clearly be a weak save is insanely powerful. Take good old fireball. Changing fireball to target int, which is often a very bad save for many monsters, makes it incredibly powerful. If you just had synaptic static doing the damage it does at 5th level targeting an int save it would be a decent to good spell. That it also adds strong riders onto the damage elevates it to being an incredibly powerful spell.
Part of the key aspect of a spell is the save it targets. Does it have an effect that is worthwhile for creatures that would typically have poor saves of that nature? For instance, if feeblemind targeted constitution, save that is typically not great for spell casters, it would be extraordinarily good (as it is, it's still pretty good). Being able to shut down a caster targeting a save they are typically poor in would make it an incredible spell. On the other hand, blindness, which is a pretty good spell in that it gives disadvantage, scales pretty well, and doesn't require constitution, isn't deemed as good as it could be as who you want to use it on (typically melee users) are generally going to have good constitution saves (and most things typically don't have bad con saves). Because of this, while it isn't a great spell, it is still pretty good at shutting down certain types of melee/ranged attackers (the fast, agile kind).
You can't ignore how the effects align with the saves that are connected to them to gauge how good an overall spell would be, it is a part of the overall package.
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2021-05-11, 10:53 AM (ISO 8601)
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Re: Overestimated/Underestimated Spells
That's why I said most players underestimated Find Familiar and don't use it correctly. The best way to spend gold in 5e is to summon familiar to die if you could. Spend 1500 gold on 150 familiar is even much better than Simulacrum.
Extra attack could be represent as a bonus to attack roll, a bonus to AC, extra spell slot or any other effects. That's optimization, one need to choose from different effects and compare them.
You are still make the same mistake again.
I never assume WotC done balancing right, in fact +1 attack roll is about 10-15%(not 100% lol) better than +1 damage. I use Tasha feats as an example to show "+1 damage vs +1 attack roll" is a realistic problem and anyone could easily calculate a close result by appoint average attack roll and damage roll. 1 ASI is not 1 feat, for example casters' ASI only worth about 0.5 feat and they should not pick ASI in most builds.
BTW, hand crossbow are on par with two-hands PAW or Shield + Staff. You think crossbow is best weapon probably because 1) There are more bad melee builds, such as melee warrior, melee rogue or Paladin 2/Sorcerer X 2)Warrior is the best weapon class and very suitable to be ranged.
First, "different save" is quite different from "choose a save", "different save" only means +1 or +2 DC at best.
Second, UA lore Wizard is among the worst 5 wizard subclass, gain almost nothing before lv14. Their lv2 class ability is a worse version of "free Heightened Spell", with 75%/50% failed rate your "incredibly powerful" fireball deal 21 damage instead of 17.5. I would not call a +1 weapon(15% DPR increase + 5% magic weapon, close to your 20% damage increase) makes weapon attack "incredibly powerful".Last edited by shipiaozi; 2021-05-11 at 11:11 AM.
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2021-05-11, 11:01 AM (ISO 8601)
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Re: Overestimated/Underestimated Spells
Hold Person targeting Strength or Dexterity.
Fail once, and you’re stuck.
Ship, you’ve not made any good arguments for yourself here.I have a LOT of Homebrew!
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2021-05-11, 11:33 AM (ISO 8601)
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2021-05-11, 11:36 AM (ISO 8601)
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Re: Overestimated/Underestimated Spells
Holy cow, I had never seen the Lore Wizard before this comment and just looked it up. Was it released as a joke?? Absurdly powerful to change both save AND damage type in the same casting. And then once you get to tier three it practically makes preparing spells moot. Insane subclass.
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2021-05-11, 11:51 AM (ISO 8601)
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Re: Overestimated/Underestimated Spells
Correct, choosing a save is much better than different save, but, you are wrong in that it means "+1 or +2 DC at best." In fact, way off. Most conventional wisdom with spell selection encourages having spells that target a variety of different saves so that you can effectively "choose a save." Spells that target Int and Cha are the most rare, Dex saves tend to be focused on damage, Con and Wis saves tend to be the most common "save or suck," Str saves are often focused on restraining or are movement focused (with non-damage dex being in there as well). This is why synaptic static is again widely considered very good. Not only are there not many Int save spells, but it is a good spell for what it does with that save. Banishment is also typically considered a good spell because it is hard removal if the creature fails its save, and it is Cha focused which rounds out that aspect.
Of course, the non-save spells are going to be pretty much top tier for the guaranteed effect (wall of force, etc), and you could make an argument that you are better off always going for the guaranteed thing (i like to think of it as the XCom argument), but that is a different conversation than what you are engaging in. How would you "numerically capture" spells that just work? Is that a +3, +5? You really just can't, and again, it goes back to the idea that trying to convert everything into a standard formula just doesn't work well for a dynamic a game as this is.
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2021-05-11, 11:59 AM (ISO 8601)
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Re: Overestimated/Underestimated Spells
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2021-05-11, 12:00 PM (ISO 8601)
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Re: Overestimated/Underestimated Spells
You have yet to say why it's better to make the familiar die then to use it without dying.
The statement about the Simulacrum seems objectively false- aside from the fact that it can do much more then a familiar if you make one of someone capable of ritual casting Find Familiar then you'll have doubled the number of familiars you can have.
Optimization is not "Take something, turn it into something completely different". It's like saying that Greater Restoration gives +100 hp. It does nothing like that.
And you still haven't explained your system to transform things.
Only you mentioned crossbows.
Uhm... Just no about the DCs. Take a small Red Wyrmling- targeting it's Intelligence instead of Constitution is already equivalent to a +5.
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2021-05-11, 01:23 PM (ISO 8601)
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Re: Overestimated/Underestimated Spells
I'm curious about what quests and dungeons you go into where repeatedly stopping for 70 minutes to recast find familiar is a viable strategy.
I remember reading about casting touch spells through your familiar and being excited to do sneaky high risk casting remotely, but there's not actually that many offensive touch spells that you'd be excited to throw out in combat, worth risking the familiar. Bestow Curse is the most notable I can think of.
Otherwise, risking your familiar in combat only seems worthwhile if you can guarantee the enemy has no AOE, no ranged attackers, or that you're okay absorbing a single hit in exchange for the long cast time.Last edited by micahaphone; 2021-05-11 at 01:27 PM.
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2021-05-11, 01:56 PM (ISO 8601)
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Re: Overestimated/Underestimated Spells
This thread (well, threads sharing this OP poster I suppose) never fails to... something. The math and logic are just nonsensical.
And that's not even that big... the MEDIAN is that a monster's minimum and maximum bonuses to their saving throws are 6 apart (standard deviation 2.63; mean 5.8). And this difference gets bigger with level, meaning the more options you have the more effectively you can make use of it. There are tons of monsters with a range larger than 10. Sibriex even has a range of 17!
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2021-05-11, 03:05 PM (ISO 8601)
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Re: Overestimated/Underestimated Spells
So, analogous scenario:
We are comparing two prospective melee characters, each with 10DEX. The first character is given plate armor, and has 18AC. The second is given a shield, and has 12AC. On this basis we conclude that shields are underpowered and overestimated, since the effect of the shield is 1/4 the effect of the plate armor.
Have we made a proper comparison by resolving each of the "plate armor effect" and the "shield effect" to a number before we compare them?
Haste and the various "get advantage" spells should assume bless as a baseline just as the shield user should assume that he has armor as a baseline, since the whole point is that they stack. "Is bless+haste worth two concentration slots, and a L1 and L3 spell" is a different question than "bless or haste" -- looking at the naked haste user is as odd as looking at the naked shield user and saying "this requires you to give up a stronger weapon for less AC, go plate over shield."
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2021-05-11, 06:00 PM (ISO 8601)
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Re: Overestimated/Underestimated Spells
I'm...gonna have to disagree with almost all of these...
First, this is probably the least underestimated spell in the game. Its basically an entire class feature rolled up into a spell. It can be used for everything from aiding in battle to scouting to taking things. And due to the wording of the spell, you can do some crazy things. For example, you don't need a line of sight when you dismiss and resummon your Familiar. Meaning you could dismiss it as an action, then resummon your familiar on the other side of a door...as an action. You can then scout via looking through your familiar's eyes and such. That said, having it die every day is a bit ineffective, though I can see why a DM would target it.
100% disagree. Faerie Fire is probably one of the most useful support spells by far. First off, its a spell that effects objects, which is niche but handy. Second, it provides advantage on all attacks against a creature being effected by it. Meaning its a huge boon for Rogues, far more so than Bless, since now you don't have to use your Cunning Action to hide or hope you have an ally next to your target. Finally, it cancels out invisibility, which is exceptionally helpful if your DM likes to use Invisibility a lot and rules that if a creature is invisible then you don't automatically know where they are. Even if they rule that you know where the creature is, the wording of the spell allows you to keep the advantage against the Invisible creature. Now, is it the "best support spell ever"? No, not really...but I don't think Bless fits that either.
This is similar to Find Familiar...I've never seen Command be rated as a poor spell. Its generally seen as an excellent control spell, right up there with things like Tasha's Hideous Laughter and Dissonant Whisper.
I don't think anyone overestimates these spells. Everyone knows Conjure X is by and far stronger than any Summon Spell. The thing is DMs are more willing to allow Tahsa's summons to be used over Conjure X. They also won't nerf the Summon spells like they do with Conjure X.
I...feel like you're using Spirit Guardians wrong if you think its over estimated. Its perfect for a frontline character, like Clerics tend to be. It deals a decent amount of damage, causes difficult terrain, its damage types are rarely resisted, and to top it off you can exclude your allies from it. The only real downside is that its Concentration, but even then that's not a huge issue. Toss this spell on a tank and jump into the middle of a group of enemies, and then watch as they start to drop.
I think the problem you're having is that you're mixing a static bonus, like what Bless gives, with spells that give a varied bonus. For example, Haste can be more or less effective depending on who you cast it on. Casting Haste on, say, a Wizard, is generally a poor choice. It won't really do much at all for a Wizard. However, toss Haste on a Paladin, and now that Paladin can potentially Smite three times in a turn. If they're a Soradin with Quicken Spell and Booming Blade, they get 4 attacks with it. Soradins are especially deadly with this spell, since they have the potential of dealing 117 damage in a round from dice alone with a Longsword. Sure, it takes all of their resources to do it, but still, that's a huge hit, and something you can't do with Bless.
Same goes for Greater Invisibility. The fact that you can cast and attack with Greater Invisibility makes it an exceptionally strong and versatile defensive spell. Most spells require you to see your target, and being Invisible gives you a ton of advantages. These range from disadvantage on attacks against you and advantage against your targets, to enemies not knowing where you are and being unable to attack you at all.
I have no idea what you're on about. First, the spell starts going to work on turn two. Sure, you can't use it round one...but then that's how most buff spells end up working. After that you're making two extra attacks with your bonus action. Second, you need to reread this spell. It gives you a bonus action attack that lets you attack twice, and you don't need to use the Attack Action to use it. Meaning you can toss it on a Bard, cast some spell, then use your Bonus Action to attack twice. Its also a 5th level spell, so you could toss it into a Ring of Spell Storing, hand it over to a Fighter, Rogue, or Warlock, and watch them go to town with it.
Sadly this is a spell that looks far stronger than it actually is:
First, it really only works if you have a large group of allies. For example, if you cast Conjure X and have 8 CR 1/4 creatures, you could turn them into 8 CR 4 beasts, or if you have a Necromancer that has a small army of Zombies and Skeletons following you around, or if you have a small army of peasants to use.
Next, this is an 8th level spell. By the time you get this, most creatures you're facing won't really care about a ton of CR 4 beasts. They generally have resistance to non-magical damage, which is what the new beast forms do, immunity to Poison, which is what Beasts usually use to supplement their damage, and usually have an AoE that deals enough damage to kill those CR 4 beasts in 1 to 2 rounds. this is why I feel most classes that make heavy use of the Conjure X or Animate Dead spells fall behind at higher levels.
Sure, you could bring an army of low CR creatures with you...but what use is that army if they all die to an 8th level spell. And that's not conjecture either, that's from personal experience. I once played a Tier 4 AL game where the final fight involved a crop ton of zombies. I'm talking well over 20 zombies, with two Wizards, some special fighters, even a Shield Guardian...My Druid cleared out all the zombies in the room with one Sunburst.Never let the fluff of a class define the personality of a character. Let Clerics be Atheist, let Barbarians be cowardly or calm, let Druids hate nature, and let Wizards know nothing about the arcane
Fun Fact: A monk in armor loses Martial Arts, Unarmored Defense, and Unarmored Movement, but keep all of their other abilities, including subclass features, and Stunning Strike works with melee weapon attacks. Make a Monk in Fullplate with a Greatsword >=D
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2021-05-11, 06:13 PM (ISO 8601)
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- Oct 2014
Re: Overestimated/Underestimated Spells
On the other hand, level 5 is just perfect for summoning elementals, Vrocks, and Chasmes.
You forgot to mention that most CR 4 beasts are Huge and therefore ineligible as Animal Shapes. In practice, Giant Scorpion (CR 3) is about as good as this spell gets. It's quite good, but not as good as it looks on paper.Last edited by MaxWilson; 2021-05-11 at 06:16 PM.
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2021-05-11, 06:16 PM (ISO 8601)
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- Mar 2008
Re: Overestimated/Underestimated Spells
I use mine for the Help action, primarily. But I'm an Elf, so if the party is taking a long rest, I guaranteed have time to resummon my familiar. Might be different for filthy non-Elves.
I should also point out that in combat, if it comes up, I put myself between the owl and danger. His job isn't to absorb a single strike, it's being a force multiplier for my bow.Last edited by quindraco; 2021-05-11 at 06:19 PM.
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2021-05-11, 09:46 PM (ISO 8601)
- Join Date
- May 2015
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- Texas
- Gender
Re: Overestimated/Underestimated Spells
Yes. The company's name is Wizards of the Coast, not Monks of the Coast.
That it was, with extreme prejudice. Yep. Tacticians know how to get the most out of their assets.
Shipiaozi?
Not so much, since they are not a tactician.Avatar by linklele. How Teleport Worksa. Malifice (paraphrased):
Rulings are not 'House Rules.' Rulings are a DM doing what DMs are supposed to do.
b. greenstone (paraphrased):
Agency means that they {players} control their character's actions; you control the world's reactions to the character's actions.
Second known member of the Greyview Appreciation Society
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2021-05-11, 10:02 PM (ISO 8601)
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- Jan 2021