Wait, what? Web doesn't let you repeat the save. "On a failed save, the creature is Restrained as long as it remains in the webs or until it breaks free." Breaking free is the strength check, so no point in repeating the save, as it doesn't end the already existing restrained condition.
@FlutesLoot5 жыл бұрын
I agreed with this point in another comment.
@TreantmonksTemple5 жыл бұрын
I think you're right, and I've been playing it with, "Each creature that starts its turn in the webs or that enters them during its turn must make a Dexterity saving throw." for a long time, but reading again, I think the intent is that if that creature already failed their save, they don't get another one. Don't like the wording at all though, as a restrained creature absolutely starts its turn in the webs, that exclusion should be specifically mentioned.
@TreantmonksTemple5 жыл бұрын
Pinning this comment to note the error.
@DMShalliko5 жыл бұрын
I was going to bring this up, but I couldn't comment when I was listening earlier. I think the biggest thing to note is that when they are saying creatures have to make a save, it does not mention that success negates any conditions- it only mentions that failure results in the restrained condition. So if they have failed their save at least once, this is going to require action economy to break them free in some way, shape, or form.
@williamweide83724 жыл бұрын
What is Treantmonk's opinion on how the last paragraph in web means it is possible to combo web with fireball to deal up to 32d4 fire damage just from the web burning to a single target?
@matthaught470710 ай бұрын
Phantasmal Force requires a bit of creative thinking on the caster's part, but it can be potent for a single-target nerf spell. For example, if you make the illusion an opaque 10' cube filled with spikes or some other hazard, the target can't see out of it, but everyone else on the battlefield can see them just fine. Boom, your party just got advantage on attacks against them, and they have a much harder time targeting you and your allies. It also prevents them from using lower-level teleport spells like Misty Step and Thunder Step to escape, since those spells specifically state that the caster has to see the destination square. Plus, unlike for example Hold Person, PF can target non-humanoids, and costs the target their action to try to escape it.
@shallendor5 жыл бұрын
In the old days, Knock used to be a great spell to use in combat against horseman with saddles since it would unbuckle the saddles and cause up to 2 riders to fall off their mount.
@matthaught470710 ай бұрын
In past editions, I've used it to unbuckle half the straps on a fighter's plate armor, leaving them all tangled up and far less protected.
@HaloFTW24084 жыл бұрын
Here are the ratings in text form (for quick reference & copying) Red (*) - Not Recommended Orange (**) - Too Circumstantial to warrant preparation Purple (***) - Ok Spells Green (****) - Good Spells Blue (*****) - Must Have Spells Ab - Abjuration Conj - Conjuration Enc - Enchantment Evo - Evocation Ill - Illusion Necr - Necromancy Tran - Transmutation Conc - Concentration Aganazzar's Scorcher (Evo) (*) (0:33:09) Alter Self (Tran, Conc) (**) (0:55:52) Arcane Lock (Ab) (*) (0:01:45) Blindness/Deafness (Necr) (***) Scales relatively well (0:45:47) Blur (Ill, Conc) (***) (0:37:54) Cloud of Daggers (Conj, Conc) (**) (0:09:43) Continual Flame (Evo) (**) (0:30:20) Crown of Madness (Enc, Conc) (**) (0:19:52) Darkness (Evo, Conc) (***) (0:21:16) Darkvision (Tran) (***) (0:53:34) Detect Thoughts (Div, Conc) (**) (0:13:49) Dragon's Breath (Tran, Conc) (***) (0:49:59) Dust Devil (Conj, Conc) (*) would be lower if possible (0:10:36) Earth Bind (Tran, Conc) (**) "useful" only at lower levels (1:00:20) Enlarge/Reduce (Tran, Conc) (**) (0:56:39) Flaming Sphere (Conj, Conc) (****) (0:07:54) Gentle Repose (Necr, Ritual) (**) (0:46:57) Gust of Wind (Evo, Conc) (**) (0:26:54) Hold Person (Enc, Conc) (**) (0:18:37) Invisibility (Ill, Conc) (****) (0:36:48) Knock (Tran) (**) (0:58:10) Levitate (Tran, Conc) (****) less useful at higher levels (0:48:30) Locate Object (Div, Conc) (**) (0:12:40) Magic Mouth (Ill, Ritual) (**) (0:44:55) Magic Weapon (Tran, Conc) (**) (0:54:39) Maximilian's Earthen Grasp (Tran, Conc) (**) (1:01:43) Melf's Acid Arrow (Evo) (*) (0:32:17) Mind Spike (Div, Conc) (*) (0:15:12) Mirror Image (Ill) (*****) (0:34:57) Misty Step (Conj) (****) (0:06:22) Nystul's Magic Aura (**) (0:43:55) Phantasmal Force (Ill, Conc) (***) DM dependent, possibly better for Illusionists (0:41:31) Pyrotechnics (Tran) (***) (0:52:12) Ray of Enfeeblement (Necr, Conc) (*) (0:47:50) Rope Trick (Tran) (***) (0:50:59) Scorching Ray (Evo) (**) (0:28:48) See Invisibility (Div) (***) (0:11:44) Shadow Blade (Ill, Conc) (***) (0:39:03) Shatter (Evo) (***) (0:23:35) Skywrite (Tran, Conc, Ritual) (*) (1:03:34) Snilloc's Snowball Swarm (Evo) (*) (0:33:52) Spider Climb (Tran, Conc) (**) (0:59:16) Suggestion (Enc, Conc) (****) (0:16:47) Warding Wind (Evo, Conc) (**) (0:25:02) Web (Conj, Conc) (*****) (0:02:41)
@seb85235 жыл бұрын
Another funny thing to do with Misty Step : be a Conjurer. Misty step next to a hard to reach enemy, then use Benign Transposition to switch places with your party's Big Stupid Fighter. Suddenly that enemy mage is not safe anymore. It's a bit limited because of the short range of Benign Transposition, but since Misty Step itself is a conjuration spell, it means Benign Transposition will ALWAYS be available after using it.
@LordDany2 жыл бұрын
Then you jump tru the batlefield changing places whit the warrior the paladin and the barbarian you are always in the safer position and you serve as a movement soport
@ThienVuT5 жыл бұрын
In defense of Zone of Truth, the creature has to make that Charisma saving throw every round. With a 10 minute duration, they're eventually going to fail and you'll be able to question them once they do. The 15-foot radius also lets you question multiple creatures and get the truth from all of them.
Color Info (same order): Adjuration: Red Conjuration: Blue Green Green Red Red Divination: Purple Orange Orange Red Enchantment: Green Orange Orange Evocation: Purple Purple Orange Orange Orange Orange Red Red Red Illusion: Blue Green Purple Purple Purple Orange Orange Necromancy: Purple Orange Red Transmutation: Green Purple Purple Purple Purple Orange Orange Red Orange Orange Orange Orange Red
@dhaas46985 жыл бұрын
I hadn't thought of the action economy with flaming sphere / booming blade. Great insight there
@godsamongmen80035 жыл бұрын
I've done it with create bonfire. Its pretty hard to get the situation lined up, but sometimes it works out.
@DefaultProphet5 жыл бұрын
Dragonsbreath shines when you’re facing a lot of enemies. 15 foot cone can hit a lot of creatures. I was fighting some kobolds and their mounts and did something like 200 points of damage on one turn. It’s also really nice in that you get to pick the element
@mrbean34704 жыл бұрын
Our party got swarmed by a bunch of flying... Somethings that were biting and poisoning us. First round with my sorcerer, dragon's breath wiped out the vast majority of them to even out the action economy so we could win. Love that spell.
@connordempsey51292 жыл бұрын
From how we play we worked out you can hit upto 7 enemies if they are perfectly placed. I combed this with fireball for when we had 100s of zombies approaching us to clear a way through to get to a holy temple which is protected from evil.
@joshuapicaro87264 жыл бұрын
** Abjuration 1. Arcane Lock: red ** Conjuration 1. Web: blue 2. Misty Step: green 3. Flaming Sphere: green 4. Cloud of Daggers: orange 5. Dust Devil: red ** Divination 1. See Invisibility: purple 2. Locate Object: orange 3. Detect Thoughts: orange 4. Mind Spike: red ** Enchantment 1. Suggestion: green 2. Hold Person: orange 3. Crown of Madness: orange ** Evocation 1. Darkness: purple 2. Shatter: purple 3. Warding Wind: orange 4. Gust of Wind: orange 5. Scorching Ray: orange 6. Continual Flame: orange 7. Melf's Acird Arrow: red 8. Aganazzar's Scorcher: red 9. Snilloc's Snowball Swarm ** Illusion 1. Mirror Image: blue 2. Invisibility: green 3. Blur: purple 4. Shadow Blade: purple 5. Phantasmal Force: purple 6. Nystul's Magic Aura: orange 7. Magic Mouth: orange ** Necromancy 1. Blindness/Deafness: purple 2. Gentle Repose: orange 3. Ray of Enfeeblement: red ** Transmutation 1. Levitate: green 2. Dragon's Breath: purple 3. Rope Trick: purple 4. Pyrotechnics: purple 5. Darkvision: purple 6. Magic Weapon: orange 7. Alter Self: orange 8. Enlarge/Reduce: orange 9. Knock: orange 10. Spider Climb: orange 11. Earthbind: orange 12. Maximilian's Earthen Grasp: orange 13. Skywrite: red
@jonc.60465 жыл бұрын
You think it's a toss-up between hold person and crown of madness? Sorry, man, but that's a terrible read. Hold person stops the target, until it makes a saving throw, from moving or acting in any way, causes it to fail strength and dex saving throws, gives all attacks against it advantage, and makes melee attacks crit. This does what you recommend suggestion for . . . and a whole lot more. And it can target more creatures out of higher-level slots. Crown of madness stops the target, until it makes a saving throw OR until you stop using your action every round, from attacking and targeting the caster only, and makes it attempt a single attack against a target of your choice that is within its reach at the start of its turn, using--or not using--a weapon of the DM's choice. It still uses its movement, bonus action, reaction, and ANY REMAINING ATTACKS as it chooses. And if there is no target within its reach at the start of its turn, it does whatever it wants anyway, apart from targeting the caster. Getting crown of madness to do anything beyond the charmed condition requires both specific positioning and a fortuitous initiative order. And it still doesn't have an effect anywhere near on the order of hold person's. And elves and half-elves get advantage on the save. And you still have to commit your action to it every turn. And it does nothing different when cast out of a higher-level slot. Hold person is a high risk/high reward play. Crown of madness is a flaming McDonald's dumpster with extra onion. There is no equivalence here. And then the scorching ray/magic missile comparison. Why would one prefer scorching ray? How about because it scales twice as well, benefits from advantage, and can crit. Yes, there are a lot of enemies immune to fire; the DM can also give any mage you face the shield spell to make it functionally immune to magic missile. So why would you continue to prepare a 1st-level damage spell that scales poorly when a better spell becomes available at 2nd level and remains the best single-target damage spell until disintegrate? (Blight is the only real competition, but it has a Con save and a range of 30 feet.)
@Nr47474 жыл бұрын
Yeah, I think a fairer rating would be "ok" for Hold Person (high risk, high reward - like you said) and deep, deep red (terrible, disgustingly awful) for Crown of Madness.
@ricobobo96524 жыл бұрын
But some rays of the Scorching Ray spell can be failed quite easily. Your failure purcentage is between 30% and 50% for each, while the Magic Missile has a 100% rate of success ! To kill an injured ennemy who is trying to flee, the MM is really the best spell.
@scrotymcboogerballs67563 жыл бұрын
"Hold person is a high risk/high reward play. Crown of madness is a flaming McDonald's dumpster with extra onion" That's hilariously true, made me laugh out loud!
@98gabrius5 жыл бұрын
making my third level wizard . This video shows up on my feed. Could not have been better timed
@jamheald5 жыл бұрын
Misty Step also combines well with Benign Transposition. Swap with an ally in danger then Misty Step out of the danger and recharge your Benign Transposition.
@FlutesLoot5 жыл бұрын
This combo is slick! My ally once fell off a boat, so I used Benign Transposition to swap her back to the boat, then I used Misty Step to get myself back as well. Efficient and felt cool.
@tylernorman78967 ай бұрын
AND, it's a 2nd level spell for Spell Mastery to cast it at will. Now, the only cost is your action and bonus action each time you use it
@nastube40524 жыл бұрын
These videos would benefit highly by a table at the end, with all of the spells in columns based on what you colored them.
@ricobobo96524 жыл бұрын
Locate Object can allow you to find your friends, because you know some objects they possess. Or someone/something that was seen by you or your familiar juste once by less than 9 meters (not a big deal !). It works with types of objects (military cloths for a soldier, or books to find a library, a saddle to find the closest horse, etc). For me, it's the best diviner spell at this level.
@sarezar5 жыл бұрын
A slight objection I have: if a spell doesn't scale well, it shouldn't keep its blue rating. Web is awesome at level 3, but we simply can't prepare enough spells to have it there at high levels. About Misty Step: because it can "release" you from the restrained condition from many many many effects, attacks, spells, it is a MUST for me. From vines, mud, and web, to claws, jaws, and pincers, you can escape from even certain death. Definitely Blue rating for me. Maximillian's Earthen Grasp: I would rate it as Purple simply because it has a Str saving throw and no creature type or size limit. A small percentage of monsters that you would be using a low level spell on have high Str save bonus and being able to use it on ANY creature is just simply too good of a thing. Marking it as Orange (situational) feels very unfair. 100% agree on all the rest of the spells :)
@smbakeresq5 жыл бұрын
As far as Knock, I changed it to a ritual spell. It’s much better that way and should be a ritual as it is a utility. Against arcane locks I have them make a caster level check like dispel magic if I want to make a lock tough. Also, it applies to lock, but not ropes or knots. As a fan of Gor novels where people had signature knots, it’s common in my modified world. The idea is you can get in, however the person who ties the knot knows they have been infiltrated.
@bryankia4 жыл бұрын
I cannot express how much I appreciate these videos. I am saving them as my character levels up so I can get in the right minds set. He is a blade singer so I have to keep that in mind. This video’s eye opening spell is levitate. Thank you good sir. Have the best day.
@royjaskowski9055 жыл бұрын
City use of locate object. I find object recovery when the party is stolen from makes this spell valuable. Yes, cities are big, but you usually detect the theft fast enough to have the thief still in range and start tracking them. Party must establish themselves as someone you do not steal from or they will forever be marked at suckers. Good or evil doesn’t matter, your reputation as a party is paramount.
@icenic_wolf8 ай бұрын
I'm of the opinion that Magic Weapon is just a carryover from when Permanence used to be a spell that you could cast.
@icenic_wolf8 ай бұрын
Rope trick is amazing to use during combat, especially if you're on the squishier end of the spectrum (e.g. you're in a campaign where you have to roll hit points every level, and you're unlucky like me).
@pablovega50605 жыл бұрын
I really like your videos! Would it be possible to record them with higher volume? Thanks
@roamingthereal40605 жыл бұрын
I dont care what the volume level is, can it just be in better sync with the intro. The intro is SOOOO much louder.
@paulsusac48395 жыл бұрын
Here's a trick for Pyrotechnics - have an unseen servant carry your torch - Use your bonus action to command the unseen servant to throw the torch and then cast Pyrotechnics.
@TreantmonksTemple5 жыл бұрын
Good idea!
@oskarmathiasen3985 жыл бұрын
I think Nystuls magic aura has some interesting uses combined with malleable illusions, as it becomes permanent, your wizazard gains the ability to seem divine, non magical, good and evil, which might have some interesting effects. They can also change their apparent type of creature which can be usefull. I agree with the circumstantial rating. Just thinks it is a cool idea.
@stranger68225 жыл бұрын
You missed the offensive uses of the spell Enlarge/Reduce. If I just reduced a large door, I can have the BSG throw the door, then I can be ready to cancel concentration when it's about to hit the target. Similarly, I can hold an action to increase the size of a javelin or similar just before it connects. Enlarging an object increases its weight by eight times, and it's really fun to see your DM try to figure out exactly what happens when a missile changes size mid-flight. Unless your DM hates fun, of course.
@damedley754 ай бұрын
11:00 Isn't the Heavily Obscured effect worth mentioning? Can't you a) move Dust Devil with a bonus action b) make a ranged attack c) move yourself behind the Dust Devil, thereby making yourself impervious to ranged attacks for a whole minute?
@GunnarWahl5 жыл бұрын
Do note that mind spike takes no verbal components, so it’s basically a subtle spell, they don’t get to know who hit them
@fortello72195 жыл бұрын
I *suppose* you could use gentle repose as an extension on revivify. But you really aught to have mentioned it's main use, for characters under level 9, or for groups without a cleric/bard/druid, in extending the period of reviving until you can get their body to an NPC with the spell. It's hugely important for level 3 characters in any death present game.
@M0ebius5 жыл бұрын
One cool use of Gentle Repose is to preserve game meat in a survival situation.
@dylandugan763 жыл бұрын
Coming back to this video now that it's the future and I've come to value Arcane Lock more highly. I've found enough use for it that I no longer consider it underpowered, nor even niche. Having the ability to make a door impassable to your enemies using just an action can be invaluable during chases, escapes, retreats, or even just for divide and conquer combat. It is circumstantial, but only limited to circumstances when you are in a place with doors, which happens frequently enough that I would at least consider it for a typical wizard. Arguably orange or purple rating.
@marcdavis45095 жыл бұрын
Can you move closer to your microphone in future? Great episode as always!
@Jza_Dragon5 жыл бұрын
Treantmonk's D&D ASMR
@TheNaraShikaku5 жыл бұрын
Or turn down the intro music. Jeesh
@JoshSmith-lc2sn Жыл бұрын
Your the man , been enjoying your content for well over a decade. Since the handbook days
@pencilbender5 жыл бұрын
I love you and your guides. I still look through them from time to time in my 3.5 games. legend.
@davidsonstreet3 жыл бұрын
Arcane lock is the first level version of rope trick... +10 to open lock or break allows you to wall yourself in a room and take a short rest if the ennemies are not strong
@daithi19664 жыл бұрын
I just want to point out that even though Locate Object has a short area of effect there isn't anything that prevents you from moving. If you combine it with a spell like Wind Walk then you can search a square mile or more with this spell. It also works just as good as Locate Creature if you search for say, the magic sword used by a creature you'd like find that presumably they have on them.
@GunnarWahl5 жыл бұрын
So for darkness, If your familiar is a Bat, it has blind sense for 60 feat, and it's based of sound, so you can perceive through it's eyes and ears, this allows you blindsight for 60feat, park it on your shoulder and darkness on yourself, you can see out of the darkness nearly as well as that warlock.
@JaxonBurn2 жыл бұрын
This is a neat trick that I have thought about using in a limited way for a character who is blind. However, seeing through your familiar's senses requires your action and only lasts until the start of your next turn. That means we cannot benefit from our familiar's senses and use our action for anything else, like making an attack or casting a spell, in the same turn.
@bobon1232 жыл бұрын
I think that part of the issue with a uniform color code is that some spells are great at 3rd level but not at 8th and viceversa, because of the value of slots. Dragon's Breath is green and Earthen's grasp is definitely purple at 3rd or 4th level, when you have a couple of second level spells and if your DM is doing the proper 6-8 fights per long rest you can do maybe one spell per combat, even considering arcane recovery, and concentration is surely not an issue. Web for many opponent, EG for one enemy: the fact that if he frees himself you can grab him again without spending a slot is huge because the opportunity cost is zero, as you are not casting other spells in any case. Similarly Mirror Image is definitely not a spell I would take at 3rd or 4th level, unless your DM is doing one fight per short/long rest: if you have two second level spells for 6 fights, if you spend them to protect yourself you are uselessly shooting cantrips. You absolutely need to keep your slots for Web and other control. At the opposite, when second level slots are not a rare commodity, it is a _great_ spell, definitely blue.
@dgmisal19795 жыл бұрын
Love this series. Been reading you for a while since old 3.5 stuff, and appreciate your emphasis on making cool and effective characters while still respecting the rest of the party. As a DM, that is a feature of my favorite players.
@cmckee425 жыл бұрын
Pyrotechnics still works with flaming sphere if there are flammable objects on the ground, because the sphere can ignite them.
@TreantmonksTemple5 жыл бұрын
As long as there are flammable objects it can ignite, yes.
@Xani132 жыл бұрын
Mirror Image's drawback is that the mirror images also have their own (rather low) AC and if that AC is breached, the mirror image dissolves. Ergo, after three successful hits on you, your mirror images are all down and the enemy is free to do as they please to attack you. Also, if you miss the die roll, the mirror images are useless anyway.
@mikebieser41755 жыл бұрын
Ouch, my favorite second level spell gets a red rating. Enlarge/reduce is inarguably niche, but it is a fantastic buff on the monk and the fighter. The monk doubles the damage dice he rolls, and it turns the fighter into a grappling machine. For bonus points, have a grease spell active for the fighter to drag someone into. Then you have the wonderful prone/grappled condition without the fighter needing to make a shove. Situational, but a standard situation if you want to be grappling a bunch. Excellent video as usual!
@smbakeresq5 жыл бұрын
Mike Bieser it doesn’t double the size of the dice, it just adds 1d4 additional damage.
@TreantmonksTemple5 жыл бұрын
I posted a correction in the vid description, it was intended to be Orange, but I missed changing the color when doing the video edit.
@siddharthbianchi93225 жыл бұрын
It does double it because mi k unarmed strike is a d4
@44tuck3r5 жыл бұрын
Arcane Lock is more of a DM spell, allowing you to lock something and have it relock after a period of time if suppressed by knock
@cmckee425 жыл бұрын
Could be fun to make a list of spells that are better for NPCs than PCs.
@FlutesLoot5 жыл бұрын
Arcane Lock says you can lock a chest, so I recommend adventurer's use it to lock their characters' chests to protect their figurative hearts from seductive persuasion checks. Adventurer's are relatively rich, even at low levels, so they must avoid gold diggers with silver tongues. Arcane Lock is the answer, clearly. Players can also designate that only a character's significant other can open the chest to figuratively touch the heart. Adventurer's must be true to a spouse/bae at any cost!
@Alyxcz5 жыл бұрын
My favourite use of Gentle Repose I heard was when a player became a lich he used it on himself to prevent his flesh from decaying and stinking.
@probablythedm16695 жыл бұрын
But how did he see? You have to keep two copper coins on your eyes for the duration. Glued them on his eyelids? Sounds uncomfortable... then again, so does rotting alive. :P
@huggiesdsc4 жыл бұрын
@@probablythedm1669 how about copper spectacles? Have the frames be made from two repurposed coins.
4 жыл бұрын
Layering defences is great, we fought a Balor at level 9 and the Paladin had Haste, Protection from Evil and Mirror Image up and was just not getting hit.
@stevesmith46005 жыл бұрын
I love these reviews. For future analysis of "situational" spells, could you comment if the spell is also on the Cleric/Druid spell list? For me, usually your party has one of these in the group. And because they can swap out spells (after a long rest), if the party will encounter a situation, and the Cleric/Druid can prepare for it, as a Wizard, taking these types of spells seems a lot less beneficial. However, if the situational spells is only a Wizard (or only a Wizard, Bard, Sorcerer ... Non-cleric/druid) spell, then it becomes more beneficial to consider picking up such a spell to have in your party's back pocket. Anyways, just a suggestion. Love the content.
@cmckee425 жыл бұрын
I'm assuming he will eventually do a version of this series for Clerics and Druids, assuming the channel keeps growing.
@TreantmonksTemple5 жыл бұрын
It is entirely possible, unless 6th edition comes around first, in which case I will need to do wizards again!
@tehfelf2 жыл бұрын
I know this is an old video and maybe this info doesn't change much but I think Ill add it anyway lol: Snillocs Snowball Storm does actually have small advantages compared to shatter that you didn't address - The small/insignificant ones are that it isn't noisy and doesn't do the object damage that shatter does. I think where their main justification of the smaller AOE is that it's range is 90 feet which is 1/3 farther than Shatter. That is quite a long range for many spells that level. It may play a role in wide open areas at that level
@Music_Engineering7 ай бұрын
As skywrite is a ritual, a transmutation spell and the lowest level available to wizards, it can be used to change the state of your transmuter's stone out of combat faster than the 8 hours it normally takes.
@EpifanesEuergetes5 жыл бұрын
"If any of this spell’s area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled." [Darkness] PHB p. 230 The way I read this Continual Flame does not revoke Darkness. Quite the opposite.
@RydenDaniel4 жыл бұрын
You can upcast it so that it instead dispells Darkness
@godsamongmen80034 жыл бұрын
The darkness spell says that "nonmagical light can't illuminate it." It doesn't explicitly say so, but I suppose that means that magical light could illuminate the darkness, as long as it hasn't been dispelled. So that's where the upcast continual flame comes in.
@FrostLeaf135 жыл бұрын
Awesome stuff! Also, completely agree with you regarding Snilloc's Snowball Swarm, especially since it is outclassed even by Ice Knife, a lower level spell.
@MFewwy5 жыл бұрын
I thought about buffing damage of the snowballs up to 3d8. I don't see what it could possibly break in a balance of the game
@smbakeresq5 жыл бұрын
@@MFewwy it wont at all. It might be a trap for players otherwise
@MFewwy5 жыл бұрын
@@smbakeresq Yep, I will just buff it :)
@ChristnThms5 жыл бұрын
Used the Continual Flame spell to make flaming emblems on everyone's shields. True, it's not real stealthy. But when everyone has their own light radius, and the campaign is mostly indoors with confining spaces, the whole party works better.
@SaneNoMore3 жыл бұрын
Cast it on a coin for an easily hidden emergency light as well.
@55lakeman5 жыл бұрын
I think hold person is a great spell for Warlocks due to the way it scales going from a single target save or suck up to four targets. Which is pretty massive, and it helps that my dm is a humanoid junky.
@TreantmonksTemple5 жыл бұрын
If humanoids are your primary opponents, the spell is a lot better.
@smbakeresq5 жыл бұрын
While the limitation is severe, its also avoidable if you use your divination spells and info gathering techniques correctly. Players don't do this enough.
@Aequilix5 жыл бұрын
Question for you TM: We all know certain spells (Like Mirror Image) are a godsend and REALLY GOOD, but a lot of guides don't talk about when its great to grab the spell or always have it prepared. So using Mirror Image as an example, do you think its worth knowing/preparing in those very low levels like... Level 3-5. Or its more of a midpoint thing and spells like Shield/Mage Armor can suffice.
@TreantmonksTemple5 жыл бұрын
I would normally take it at level 3 and prepare it right away, though I'm not always using my 2nd level slots on it at that level.
@Aequilix5 жыл бұрын
@@TreantmonksTemple Right. It's so easy with Wizards when we know so many spells! But I have a friend playing a Sorcerer in a game I'm running and they are so torn over their spell list and being able to squeeze this in or not while also having shield, mage armor, and a concentration spell of choice.
@smbakeresq5 жыл бұрын
IMO best use for Dragons Breathe is on a familiar or something to prevent regeneration on creatures. The damage in that case is ok but with a valuable effect that increases damage by the amount the creature would regenerate
@M0ebius5 жыл бұрын
And preferrably a flying familiar that can fire straight down from 20ft up, effectively making the 15ft cone a 3x3 square.
@WexMajor825 жыл бұрын
At level 18 a diviner takes Detect Thought as a free spell. So he can cast infinite 1st level spells. Also, shatter on the enemy's potion lab, as he's working on it. The blast was much, much bigger than anticipated. Magic Mouth... I made a screaming stone. the trigger is throwing it. The scream is made with thaumaturgy; 3 times louder as normal. Ir's my distraction device.
@chrislieu67573 жыл бұрын
" I think you have to actually expend a spell slot.
@wwade7226 Жыл бұрын
Just a quick note. Locate Object does let you search for something general, like a desk, or a book, or a chest, or any general item, including "closest magic item." Be sure to re-read the spell description for clarification.
@redram95 жыл бұрын
I completely agree regarding Arcane lock, however it does find use for the tiefling sub-race that gets to cast it without the material component. It can be used to ensure a rest once or twice a day in a dungeon without creatures who can dispel magic
@TreantmonksTemple5 жыл бұрын
locking doors in a dungeon is only useful if you are running away from something, which of course you are more likely to need to do if you used your first level slots locking doors.
@cmckee425 жыл бұрын
For web they only make the dex saving throw once, and it lasts until they break free. If they fail to break free, they don't get a Dex save on their next turn.
@TreantmonksTemple5 жыл бұрын
Every creature that starts its turn in the Web gets a Dex saving throw. I don't see anything in the spell that says this isn't the case if they've made a saving throw previously.
@cmckee425 жыл бұрын
@@TreantmonksTemple yes, but if they fail the save, it says they are restrained until the spell ends or they break free. They technically do roll dex saves while restrained, but success doesn't change anything. Only success on the strength save breaks the creature free.
@FlutesLoot5 жыл бұрын
I agree with Christopher, though the spell doesn't seem to obviously make this point. The intent (IMO) seems to be that Dex saves cease once restrained by the webs. Once restrained by the Web spell, a victim must make a Str check to escape, which is consistent with the wording 'breaks free' in the spell description. Web spell's description: "On a failed [Dex] save, the creature is restrained as long as it remains in the webs or until it breaks free. A creature restrained by the webs can use its action to make a Strength check against your spell save DC. If it succeeds, it is no longer restrained." Fail your Dex save = you're restrained until you break free or otherwise get out of the webs. The key is the part that says a victim remains restrained until breaking free. If there are subsequent Dex saves, it doesn't make sense that they would be breaking free with their dexterity save. Thus it seems to me that the spell's intent is to cease Dex saves once restrained. I think this view is supported since no indication is mentioned for a subsequent successful Dex save to free a victim from the webs. Only the Str check describes gaining freedom from the restraining webs.
@TreantmonksTemple5 жыл бұрын
Reading carefully again, I think you are right. Wow, I've been using this spell with a Dex save at the beginning of each round for a long time...
@SirLancelotized5 жыл бұрын
Came here to say Jedi Suggestion Trick has been the most useful spell I have with portent. Got a monkeys paw. Planning to make an NPC use it on me to grant the part necrotic resistance.
@smbakeresq5 жыл бұрын
For Suggestion in combat it’s hard for a DM to turn down simple things like “Walk north for an hour” or “you need to guard another room”
@M0ebius5 жыл бұрын
The primary hurdle is the “reasonable” part which is very subjective.
@DonFranke3 жыл бұрын
31:10 is when you talk about continual flame. Sadly if you pull out your lantern all you would see is darkness since the Darkness spell has a little bit of extra text that reads: If any of this spell’s area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled
@EvelynnEleonore5 жыл бұрын
Cloud of daggers can be really fun if you have a grappler in your party!
@stuartlaws99774 жыл бұрын
I was thinking of using it with Thunderwave knock back, but then our monk went way of the open hand and started fly kicking dudes across the room. So now I use Web as the catchers mitt.
@eipoeipo5 жыл бұрын
Love your videos, but this one was so quiet even at maximum volume I still had to grab my headphones to hear you. Keep making great content, just do it a bit louder :)
@redram95 жыл бұрын
Could not agree more
@TheLeadSuit5 жыл бұрын
I was thinking about the enlarge/reduce spell after watching this video. I think it's reasonable for you to enlarge something small like maybe a gemstone and use it as a material component for some of the spells that require a gem worth various amounts. Does it stand to reason that enlarge would effectively raise it's value? So you could use it for those spells
@anthonynorman75455 жыл бұрын
That's brilliant and I'd allow it! Though, I know the other DM in my group wouldn't.
@TheLeadSuit5 жыл бұрын
@@anthonynorman7545 thanks man. I try to think about some of the implications of the spells. I'm all for rewarding players for cool and interesting ways of using resources.
@huggiesdsc4 жыл бұрын
In my opinion, the expenditure of a 2nd level spell slot balances your idea out pretty well. Conceivably you could scam someone with your enlarged gemstone, then use the money to buy an equivalent gem. We don't have to play that scenario out for you to get the benefit of it.
@kendrajade66885 жыл бұрын
Web doesn't allow another save on subsequent rounds.
@M0ebius5 жыл бұрын
This. It’s one DEX save followed by Action+STR checks each turn.
@godsamongmen80034 жыл бұрын
Enlarge/Reduce can be more useful than you might think. First consider the spell description: If you try to enlarge something, you can't actively cause damage. The enlarging will not go past the available space. But what if you reduce something and just let the spell go? If your DM rules that the creature or object expands to full size no matter what, then you can cause some destruction by shoving a small object into a hole in a structure. Or shooting someone with a reduced projectile and letting it expand. If your DM decides that the return to original size will not happen if it would cause damage, then you can turn reduce into an infinite duration spell with no concentration. Reduce a person or object, tie a rope or belt around it, and let go of the spell. Reducing a party member in size probably won't be useful all that often, but reducing an object can render a massive object very manageable. Cast it on several individual containers and you can load a merchant ship with 8 times its normal carrying capacity -- imagine what a captain would pay for that (just don't pull the tarp off that crate while you're at sea). And suppose that you enlarge a horse, then put an already-made large bit in its mouth. The horse would have no room to shrink, since the bit would cause damage and therefore the horse stays at huge size, effectively increasing its carrying capacity. Locate object can be really good on a phantom steed or other mount that moves fast (especially if you can get a flying mount somehow). Want to go prospecting? Search for the nearest rough, uncut gem while riding across open ground. I suppose you could search for the nearest chunk of a type of ore as well. If you're in a dungeon you can search for items you might expect to find like gold and gems. Soon as you find one, toss it to a party member who relays it away. As soon as it's no longer the closest item of its type to you, your spell will pick up whichever one is closest. You could carefully, methodically, pick a dungeon clean after removing hostiles. In social situations, you could sell an item or allow it to be stolen and use locate object to tail someone from 1000 feet away. That's far enough you could be on the other side of a city block. Gust of wind can be a good combat spell that does damage. How? Take a nice, big burlap sack full of caltrops or darts with the feathers on the wrong end and dump out the bag into the wind zone. Now the wind spell is a damage spell that takes ammunition and can be used by each member of the party. I did that with backwards darts one time and got a good laugh from the group. And gust of wind is not just for delaying enemies, but for granting mobility to your party members who can forego the save and get a burst of free movement. And what if you had clothing that was designed to catch wind, like a small parachute? It isn't in the spell description, but I imagine most DMs would allow someone to really get launched far that way -- just like ziplining only way more dangerous. Now imagine you put wind sails on a net and throw that net at someone standing in the wind. And of course, if you have a water source available, you can use shape water to feed water into your wind spell and power wash the stables. This spell should probably also have a straight damage rating if you use it in a desert or on a beach. Have you seen what a high pressure sandblaster can do? Rope trick could be used to protect innocents in a dangerous situation. Your familiar runs out with a five-foot section of rope to some people in need of help, and you cast the spell using the familiar to deliver the touch to the rope. The people climb up and your party has an hour to take care of business without exposing those people to danger. Or, with speed and stealth, the party could hit and run back to the extradimensional space. Long as you don't get caught, you've effectively ceased to exist. Could be good for spying with the right preparation.
@GreyGramarye11 ай бұрын
Arcane Lock can be pretty handy, but you need a party who will react to it. One thing dungeons are full of is doors. Being able to make a door passable for your group but impassable for enemies… well, that’s like a really nice Wall spell. For instance, say you know there are enemies in the room ahead, Arcane Lock the door, exempt your group, open the door to fire a volley, and then either shut the door and let the enemies waste their turns or wait for a couple of them to charge through and THEN shut the door to cut them off. Problem is the component cost. But once the gold is trivial, it can still be a useful spell. We used it to lure a skirmisher enemy into a small room after our caster, then the caster’s turn came up and he just disengaged and shut the door. Eliminated that enemy from the combat.
@Domina7ion4 жыл бұрын
You have probably heard this a million times, but I really find it hard to follow the colour coding. I would find it easier if there was a letter or star rating. You could use both for continuity, so give Red a 1 red star rating, and blue a 5 blue stars, etc
@Snarkknight54 жыл бұрын
A very adventure-specific use for the Gust of Wind spell came about during a nautical-themed adventure where I was a "ship's wizard." The DM ruled that the spell could drastically increase the ship's sailing speed for its duration, so I would use it in conjunction with the crew to do special ship manuevers, like building up ramming speed, or rapidly disengaging and fleeing. Since I almost always had a few prepared, I was able to effectively stop a boarding party from using a gangplank with the spell, forcing them to make atheletics or acrobatics checks to try and swing from the ropes. Again, *very* specific to the nautical theme, but that spell got a lot of great use there.
@eliassalvadormuriel24742 жыл бұрын
Well, in regard to pyrotechnics, flaming sphere ignites flammable objects not being worn or carried, so just by using the sphere you probably can get a nonmagical flame to supress in order to cast pyrotechnics, and then you'll have you flaming sphere allready up to make enemies save the sphere with disadvantage
@Coid5 жыл бұрын
To be able to share Shadowblade with another character, you'd have to have a ring of spell storing to move around, since it is a spell with a range of Self. Although technically I suppose the blade only dissipates if dropped or thrown instead of handed to someone.
@TreantmonksTemple5 жыл бұрын
There certainly is question what the intent of the designers was, though my opinion is if the shadow blade would dissipate at the end of the turn if you aren't holding it was the intention, that would have been the spell text.
@godsamongmen80035 жыл бұрын
This spell could be good for an arcane trickster who finally gets into second-level spells, or a fighter multiclassing with wizard or warlock.
@social3ngin33rin4 жыл бұрын
You are a valuable member of the community :) Thank you for making this informational video
@firemage88743 жыл бұрын
One thing to say in defense of Dust Devil is that the spell takes on the appearance of an actual dust devil, so its actually good if fighting enemies like humans because it might give them pause when seeing this huge monstrous tornado creature, until they figure out its a fake. It works similarly to an illusion of a monster
@timeforsuchaword5 жыл бұрын
Enlarge/reduce is Carmen Sandiago's signature spell.
@nastube40524 жыл бұрын
The advantage of Scorching Ray over MM is that it DOES have mutliple attack rolls. This allows spells like hex, or spirit shroud to do damage on each ray. Magic Missile is one damage roll and only one bonus damage from hex or spirit shroud. A Sorlock doing scorching ray and quickened eldritch blast with spirit shroud will do insanely more damage with a hex or spirit shroud than if they used magic missile. Even using hex and casting scorching ray by itself will do much more damage than a mm, which can only trigger one hex roll.
@PrimordialAnnihilator5 жыл бұрын
Really enjoy these videos keep up the good work
@Sedr1s5 жыл бұрын
Love your content, the level of analysis and attention to detail you put into this stuff is befitting of a true wizard. I always come away from your videos with ideas for builds and excitement for sutiations I could try your tactics in. That said, I have one request. I enjoy video content, but its hard for me to learn that way (I always had trouble with lectures in university for the same reason). It always helped me a lot to have the text book or a lesson map to follow along with while listening to the lecturer. I've gone to your website before but I can never seem to find the content from your videos in written form. Either you dont publish it or if you do then its stored/linked somewhere that I am unable to find. Would you please consider publishing your outlines or written versions of your guides? It would help me (and others like me) greatly when following along with your videos.
@TreantmonksTemple5 жыл бұрын
I'm afraid that the most I ever have for my videos is some VERY rough notes, mostly I just get an idea of what I want to say in my head and then ramble on without ever writing it down. Some of my videos have no notes at all.
@kendrajade66885 жыл бұрын
Scorching Ray scales a lot better than other spells, especially if you have a source of advantage.
@Hon_cb1kr5 жыл бұрын
Yes and even better if you have elven accuracy feat
@aethon05635 жыл бұрын
Yes, and even better if you take hex or hunter's mark via magic initiate.
@Coid5 жыл бұрын
Well, hex at any rate, since you can't grab hunter's mark with Magic Initiate and the spell only works with weapon attacks.
@TortillaBill5 жыл бұрын
I just love how well spoken and poised he is
@I..cast..fireball4 жыл бұрын
mirror image is not a guaranteed three attacks miss in any way that matters. The images' armor class is lower then yours. If an image is attached with an attack roll that hits it, but would not have hit you if you were the target, then the image is wasted since it did not turn a hit into a miss. Its still a good spell tho
@AlexanderBaird3 жыл бұрын
Something I came across recently, web can be used to knock flying creatures out of the sky. You can have the 20ft cube appear at any point in range, including up. If there is nothing for it to attach to or be layered onto, the spell doesn’t fail, it just goes away at the start of your next turn, meaning any creatures in the area will have to make their saves or be restrained until the start of your next turn. Presumably, RAW that means any flying creature (or preferably a large group of creatures) without hover would come crashing down to the ground immediately, taking fall damage and landing prone for the fighter to carve up. You don’t get as much use out of it for the duration but it might be just the thing you need to get them out of the air, especially since the Earthbind spell doesn’t make them actually fall.
@Nos21137 ай бұрын
Holy shit, you're right! That makes the spell even better
@jrg3053 жыл бұрын
Mirror image doesn't affect attacks that force saves or creatures that don't depend on sight, so on my warlock, I figure armor of agathys is better up cast since you get two spell slots at max cast.
@adamziegler68945 жыл бұрын
I think you may be underestimating Dust Devil a bit. Everything you say is valid about the damage, but I don’t think its primary purpose is as a damage dealing spell. It’s area control. The problem with the spell is that they bury the lead. The last paragraph is where the spell starts doing things. When you move the Dust Devil (over sand, dust, loose dirt, or gravel) it creates a ten foot radius cloud that heavily obscures the area. It’s mobile cover. The damage then just becomes a bonus threat that might drive enemies out of position. Since you need the right terrain, it’s still very circumstantial, of course, just not the worst thing ever.
@ninalindqvist7411 Жыл бұрын
For locate object you don't need to be familiar with the object unless you're seeking a specific one "Alternatively, the spell can locate the nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon." Might be good for searching for valuables.
@jiiaga50175 жыл бұрын
Detect thoughts can be used for infiltration and trading/bargaining, and if you have access to subtle spell you can win a lot of money at cards :P
@recursiveslacker77302 жыл бұрын
Arcane lock is good for splitting up enemy encounters in a building, though. Run back, have the enemies follow, then slam the door shut halfway through! The deadly encounter is now two easy ones.
@rob-ron423110 ай бұрын
I’m here every week because I’m leveling my character and I want to help my get the best and fun spells for my character
@luiswi5 жыл бұрын
Can you make a video about spells to defend or otherwise affect a place? Currently setting up a homebase and were thinking about cool and practical features.
@TreantmonksTemple5 жыл бұрын
Maybe at some point, but my vids for the next while are already planned out.
@predwin19985 жыл бұрын
One I'd like to point out is Plant Growth. Aside from the double harvest if the place includes a farm or ochard. Its 1 action ability causes super difficult terrain without concentration or a duration limit. Of course it doesn't work everywhere since city-folk probably won't appreciatie the giant plants, but if you have a large lawn or anything Plant Growth can provide a permanent demi-wall shaped to your choice in 100ft radius increments for just a 3rd level slot and an action. I also feel like the plants wouldn't be too flammable in most conditions, as they're probably quite strong and healthy, due to the spell if not naturally, but that is another point to consider.
@luiswi5 жыл бұрын
I also like the idea of having magic mouths everywhere and lets say when ever somebody enters a house, the magic mouth greets them
@solarupdraft3 жыл бұрын
Would you rank Hold Person a little higher once we point out that it gets more targets when upcast? Here you placed it in orange, or two stars.
@CBuM275 жыл бұрын
Any plans on making a guide for the illusionist archetype?
@cmckee425 жыл бұрын
Illusion is pretty DM dependant, which probably makes it hard to give general advice for. Still, we might see it eventually.
@spongerobertosquarepantalo81574 жыл бұрын
Suggestion has an 8 hour duration as long as you don't attack the target. Sure it takes up your concentration, but for a diviner with portent it can be very useful to force the biggest threat to wait out the entire combat while you all focus on his or her allies. Heck you even have time to let your allies take a short rest inbetween
@SaneNoMore3 жыл бұрын
I like to use continual flame once in every game. I cast it on several coins and give one or more (they can help with cost) to each member of my party. Everyone now has an emergency light source that can be easily hidden in a pocket, sewn into a garment etc. Plus they can throw it/drop it slip it under something so that if it’s moved light spews out.. etc it’s a handy little magic item for 50g.
@roycepropert98735 жыл бұрын
If you were playing in a campaign where it's reasonably easy for wizards to find or buy spells to add to their spellbook, then I would imagine that some of those really circumstantial spells would be prime candidates to scribe onto scrolls during your downtime.
@TreantmonksTemple5 жыл бұрын
I agree completely
@FuelDropforthewin4 жыл бұрын
Worth mentioning with Gust of Wind is that you can change the direction every round as a bonus action. The enemy burning their movement to get out of the gust will find themselves only making minimal progress after you shift the wind and knock them back again next turn. You can also use it to move your allies towards the enemy, which is another useful bit of utility with it. An extra 15 feet of movement for the fighter to get into combat first turn is pretty big, and movement from being pushed doesn't draw attacks of opportunity right?
@jackcolosso96993 жыл бұрын
THANK FOR ALL CHRIS,FOR EVERY ADVIGE..FOR SPELL AND EVERY CLASS
@QeepingItReal3 жыл бұрын
the way i and some others see melf's acid arrow is not "oh yeah i'm gonna do some sick damage" but more like "hey caster, take a concentration check. then take another one at the end of your next turn." Besides being a troll killer, it's a caster counter. Imagine a foe wizard casts suggestion successfully on the party's fighter, who is now walking or running away from the battle. if melf hits the wizard that cast it, now there's two chances for the fighter to get back in the mix.
@foolfan835 жыл бұрын
I always love your videos. One caveat: I turned the volume up to max and I could barely hear you in this video. It was pretty frustrating. This video would be green, but I have to rate it orange due to poor audio. ;)
@TreantmonksTemple5 жыл бұрын
Maybe you couldn't hear me, but I hear you, I recorded my 3rd level spell vid today, made sure to project my voice more, it will be better.
@omegacyborg5 жыл бұрын
One thing I like about Blur is that it can stack with spells like Mirror Image and Blink which makes your Mirror images even harder to kill so I personally find it to be a great spell
@daithi19666 ай бұрын
For me, _Rope Trick_ is underrated. Scribe Wizard or a multiclass with Echo Knight or Wild Fire Druid and you can keep fighting while being hidden. Note, use Minor Illusion to hide the opening as well.
@jiiaga50175 жыл бұрын
In my party, several of us are usually carrying a torch or lantern. And as a crossbow user, my character's first action has often been to throw the torch I'm carrying towards the enemy to free my hands and make sure I have light around the things I want to shoot. A pyrotechnics wizard would probably love me :P
@shanebernier24835 жыл бұрын
So I'm not saying that Mirror Image is a bad spell, but I don't think it's quite as good as you say. It might turn three hits against you into misses, but in addition to the die roll to determine the target there is a second issue at work here. Your illusions have an AC equal to 10 + your DEX modifier. If you have cast Mage Armor, are part of the Bladesing or War Magic traditions, have any sort of AC boosting magic items, or have otherwise gained proficiency in armor/shields, your copies actually have a lower AC than you, meaning they will also sometimes be dispelled by attacks that wouldn't have hit you anyways. It's still fantastic for most pure wizards, but the issue is worth mentioning. It makes it particularly bad for any multi-classing with a heavy armor class, who probably have a passable DEX at best.
@TreantmonksTemple5 жыл бұрын
I think in this video I said "turn 3 attacks against you into automatic misses"
@shanebernier24835 жыл бұрын
!@@TreantmonksTemple Yup, you're totally right. I heard it as "three hits into misses" for some reason. My bad!
@Dandoz6665 жыл бұрын
As a bladesinger I used shadowblade a bit and it deals good damage ((3d8+3)*2 =33 and can be used more then one round) with 2 attacks, but it feels like only for bladesingers IF you need to deal melee damage. The problem is that you have so little health only :P