White magic is generally considered to be a craft used to heal the mind, body, and spirit and to remove negative and harmful energies that you may be surrounded with, drawing its power from nature. Are You Ready for Casting Magic Spells?.Certainly better than Hold Person-type things unless you plan on using all your resources to kill the target quick (and even there, the type restriction bites). The beauty of those spells is that none of them (save Blindness, which I don't recommend as your primary anti-Con effect for that very reason) give repeat saves after the opponent fails the initial one too (though Phantasmal Force does unfortunately offer the Investigation checks and Earthen Grasp/Web a Strength-check, but neither is particularly likely from enemies you use those spells against). Only Cha is really missing (and that remains the case for a while: Banishment only comes on level 4 and it's not even a hard kill against many enemies - Plane Shift on level 7 and Magic Jar on level 6 are great though and of course Shapechange opens up countless ways to Cha **** people). Int: Phantasmal Force (though Minor Illusion or Silent Image can be better at times since they have no saves) In general, level 2 is awesome for offering a good spell to target basically every save except Cha: It's also one of the two good Con-save targeting Save-or-Lose effects (the other being Blindness). Of course, my last character was a Diviner so that made using it easier. The number of times I've used it both, to get up to places and OTOH to put an enemy in the sky as essentially a save-or-die is just surprising. Oh yeah, one huge spell I forgot about : Levitate. Mobility (Teleport, Plane Shift, Misty Step, etc.) Utility (Tiny Hut, Rope Trick, Phantom Steed, etc.) Defenses (Shield, Mage Armor, Absorb Elements, Counterspell, Contingency, etc.) Prep spells (Glyph of Warding, Magic Circle, much of the minionmancy) Minionmancy (Summon Greater Demon, Animate Dead, Homunculi, Familiar, Tiny Servant, etc.) But I'll give it a go:Ĭantrips: Mold Earth, Shape Water, Toll the Deadġst: Mage Armor, Shield, Find Familiar, Expeditious Retreat, Absorb Elements, Magic MissileĢnd: Misty Step, Web, Earthen Grasp, Rope Trick, Mirror Image, Shadow Bladeģrd: Counterspell, Phantom Steed, Fireball, Animate Dead, Tiny Servant, Magic Circle, Fly, Haste, Slow, Sleet StormĤth: Summon Greater Demon, Watery Sphere, Banishment, Vitriolic Sphere, Resilient Sphere, Sickening Radiance, Arcane Eyeĥth: Wall of Force, Bigby's, Telekinesis, Wall of Stone, Passwall, Wall of LightĦth: Contingency, Disintegrate, Create Homunculus, Magic Jar, Tenser's, Globe of Invulnerabilityħth: Simulacrum, Plane Shift, Reverse GravityĨth: Clone, Demiplane, Antimagic Field, Illusory Dragon, Maze, Mighty Fortress The problem is there are so many different casters and they have different needs. Overall I would say that it's the defensive spells that the Bard is missing most. Overall, I don't think this is much of a loss.Ī very high level Bard will sorely miss Simulacrum and Wish, but few people play at these levels anyway. Cantrips & Fireball doesn't scale well though, and Dissonant Whisper & Synaptic Static can cover damage to some degree. More important is the absence of excellent, non-concentration defensive spells: Absorb Elements, Shield, Misty Step, Mirror Image, and arguably Phantom Steed are all powerful defensive spells that the Bard lack.ĭamage spells are also lacking: Firebolt, Toll the Dead, Fireball & Meteor Swarm. Exceptions are Arcane Eye (scouting) and Wall of Force (best level 5 spell in the game). I would say that the loss of good concentration spells such as Telekinesis or Slow is inconsequential, as the Bard already has amazing concentration spells already. Level 9: Meteor Swarm, Prismatic Wall, Wish Level 5: Bigby’s Hand (C), Rary's Telepathic Bond, Telekinesis (C), Wall of Force (C) Level 3: Animate Dead, Counterspell, Fireball, Haste (C), Phantom Steed, Slow (C), Thunder Step Level 2: Misty Step, Mirror Image, Flaming Sphere (C), Web (C) Level 1: Absorb Elements, Find Familiar, Grease, Shield Here's my opinion on the best Wizard spells that are not on the Bard's list: Some of these spells are obvious (Find Familiar, Shield, Wall of Force, Counterspell), but there are many more. When comparing the Wizard's list to the Bard's, I noticed the Bard is missing some key Wizard spells. They get many of the Wizard's best spells, some healing spells (Healing Word, Raise Dead, Lesser Restoration, etc), Dissonant Whispers, and some good Druid spells (Heat Metal, Plant Growth, etc). The Bard's spell list is also very strong. It is often said that Wizards have the best spell list in the game.
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