• bob_lemon@feddit.de
    link
    fedilink
    arrow-up
    38
    ·
    11 months ago
    • Conjure animals
    • Counterspell
    • Leomund’s Tiny Hut
    • Plant Growth
    • Revivify
    • Slow

    Just to name a few

    • I_Has_A_Hat@lemmy.world
      link
      fedilink
      arrow-up
      26
      ·
      edit-2
      11 months ago

      Leomund’s Tiny Hut

      I play Pathfinder, so this is a new one to me. Am I understanding this right? It’s a bubble shield, with no weaknesses, that lasts 8 hours, that nothing can get inside (not even if it were covered in lava), but objects and characters can freely pass out of? So, does that mean people inside can use ranged attacks all they want, without anything being able to attack them? And this is a level three spell?!

      Yea, that seems crazy broken.

      Edit: Now I see why I haven’t heard of it even though it’s also in Pathfinder, it is WAY toned down in PF. DnDs version is insane.

      • bob_lemon@feddit.de
        link
        fedilink
        arrow-up
        17
        ·
        11 months ago

        It’s also a ritual spell, so it does not even cost a spell slot of you have extra time, and wizards don’t need to prepare spells to cast them as rituals.

        It’s basically “Yeah this is a safe camp spot for a long rest”.

      • skulblaka@startrek.website
        link
        fedilink
        arrow-up
        12
        ·
        11 months ago

        It’s vulnerable to dispelling, and I’d argue anything else that Wall of Force is also vulnerable to, i.e. Disintegrate.

        Still busted, but it’s not immortal.

        And yes, rules as written you can fire arrows through it so long as those arrows are inside the area of the Hut when you cast it.

      • frezik
        link
        fedilink
        arrow-up
        2
        ·
        edit-2
        11 months ago

        There’s an argument that ghosts can pop up from underneath it. The exact wording is “around and above you”; it doesn’t specify below.

        I played a game once where this issue popped up, and the ultimate decision of the DM was that it does block from below as well. Which I think is a reasonable take of the intent of the spell, but a more rules lawyery DM could say otherwise.

    • AwkwardLookMonkeyPuppet@lemmy.world
      link
      fedilink
      English
      arrow-up
      19
      ·
      11 months ago

      Counter spell has been the most valuable spell in my spell book by far. That spell literally turns the tide of battles.

      What is the use for plant growth? I’ve seen it, but it always seemed underwhelming based on the description, so I’ve never used it. Especially since it can gimp your melee teammates as well as the enemies.

      • bob_lemon@feddit.de
        link
        fedilink
        arrow-up
        5
        ·
        11 months ago

        Plant growth is very situational, but it can shut down melee enemies for several rounds while keeping them completely susceptible to ranged attacks.

          • Khrux@ttrpg.network
            link
            fedilink
            English
            arrow-up
            3
            ·
            11 months ago

            I feel that they can’t just jump out of it, as that basically just nullifies the spell entirely, I generally imply the plants are actually grabbing people.

            As for pulling out their crossbows, at level 5, enemies are already begining to move from humanoids with equipment to unique creatures. A wereboar or ettin for example doesn’t have any RAW ranged weapons.

            The spell is also absolutely amazing to pair with another Spellcaster with consistent AOE damage such as moonbeam or ideally sickening radiance or cloudkill. That’s the real army killer as once the spell is up, you can take cover and let them be microwaved while they can’t reasonably counter you.

              • Khrux@ttrpg.network
                link
                fedilink
                English
                arrow-up
                1
                ·
                11 months ago

                You’ll run into the same power with every spell that limits creatures movement, and I’d say for a 4th level spell, that movement limitation is about right.

                • AwkwardLookMonkeyPuppet@lemmy.world
                  link
                  fedilink
                  English
                  arrow-up
                  2
                  ·
                  11 months ago

                  I guess your success with such strategies is going to be heavily dependent on whether the enemies can leap out or not. Any reasonably intelligent creature with enough strength is going to jump right out. Having plant growth restrain them so they can’t jump is the real power, plus how wide it is. Something like grease is good if they fail their athletics check, but otherwise they’ll just leap out and its value is gone. Now it’s a hindrance to everyone on the field, including your party.

          • Hagdos@lemmy.world
            link
            fedilink
            arrow-up
            1
            ·
            11 months ago

            Really depends. In the game I DM for some monsters have killed or almost killed themselves trying to get out of plant growth. A dumb creature like a troll would hurt itself. Even a smarter creature is now stuck and unable to come into melee range

    • Khrux@ttrpg.network
      link
      fedilink
      English
      arrow-up
      4
      ·
      11 months ago

      Conjure animals may be mechanically powerful but it’s impact on pacing and round time may as well deal psychic damage directly to the table.