@@alexv3357 what cost? It is a second level that requires no material component cost. The concentration can be an issue if you're going to he hit. But not if you give the weapon to someone who's better fit for melee combat and who may need assistance to overcome resistances. Also being better able to hit and do more damage is a plus 😊. It's not a earth shattering spell but can be useful in the right situations 😉.
@@stateofhibernation I suppose its usefulness entirely relies on the presence of magical weapons, the presence of creatures resistant to damage that isn't magical, and even your martial having no access to spells or abilities that bypass such resistances... I could think of this as only benefitting certain fighters and certain barbarians, and even past a certain point in a campaign they should have their own magical weapons. However, spells like misty step or even spike growth that are of the same level can always be useful. It's just a very strange spell to pick for a wizard unless they already found it and copied it, and other classes need to sacrifice other spells to prepare magic weapon instead of it. Sorcerers taking it make no sense. Overall, that's why it's a generally bad spell.
@@nickname8619 I'd say perhaps niche but not useless making it a bad spell. Not saying there aren't better spells to take and use but it has its place and there's spells that are worse than it too😋
I had a player who only ever casted fireball and the way I taught him there are different insane spells was by using a genie on the party that started the fight with a Sleet storm into a stinking cloud. He didn’t even know those were third level spells. It was an amazingly cool fight and after it was done he asked me if they had any of the spells they casted as scrolls on them so he could try them. It was awesome.
Wanna make a DM hate your character? I was an eldritch knight fighter, and mainly only cast cantrips to boost my sword strikes, EXCEPT when the DM got a crit. I cast silvery barbs every single time to the point where the DM had only ever gotten one crit through and was contemplating banning or reducing the power of the spell.
@@heededshadow509 I mean, I don't see the problem here, crits should mainly make fights that are about even lean more In favor of the party that crit, the DM could even have an enemy that could do something similar to your party, evening the playing field of no crits, just have to make sure not to overuse that enemy type too much Though I haven't played/hosted a DnD game, nor any other TTRPG, so I might be wrong on this and just how Infuriating It could be, but I would think the DMs role Isn't to try and kill the party, It's to have a great time with everyone, whether It be through compelling characters and stories, or ridiculous shenanigans that might lead to hilarity, all while keeping within the restriction of the world of course
@@TaurusTheCrazyBull I think Crits lead to big moments. Either big moments of tension for the party if they get crit against, or big moments of joy for the party. Preventing on crit can be a super clutch moment, but it can be excessively frustrating as the dm (who should also be having fun just not at the expense of the party's fun) for certain builds to just take that option completely away from them. I don't immediately think it is overpowered, but I can see it becoming just less fun overall for the DM and even less narratively engaging for the party if they feel like they will never be crit because one player has the silvery barb cannon ready to go. I don't think players are wrong for choosing it and using it, even in the described manner. What's important is balancing certain powers and combos so players aren't untouchable and the DM is not constantly frustrated. For example- there's a player in my group that loves heat metal. Strong spell, and he casted it on the armor the frost giant was wearing. It takes a few rounds of combat to doff armor usually (plate specifically, which the giant wasn't wearing so arguably only two rounds to doff chain mail but I digress) And the constitution saving throw component of the spell is only to see if they drop it if they can. So if the target can't drop it, rules as written they just have disadvantage on all their attacks. For no saving throw at all. So to prevent a frost giant from being excessively nutered this combat by one spell, I made the decision that because it's a large creature, with a large amount of metal making up it's armor, if it succeeds the con save then it doesn't attack with disadvantage, but it needs to continue to make that save. Every other aspect of the spell was left intact. It may not be the best balance, but I think it was fair and left a lot of benefits for the spell intact without just outright nerfing the giant into the ground. It's not DM Vs players, but it is DMs and Players playing together in the game and both should be allowed to have fun. But hey, I'm open to suggestions on how better to handle a similar situation in the future.
I had a barb with Mage Slayer. She got jealous that so many of the other party members kept casting Mage Hand, so she took MS and started collecting the hands of all the mages she killed in a rune-woven bag she commissioned to hold them, and sometimes in the middle of a fight she'd just yell "I CAST MAGE HAND!" and throw one of them at someone. Nothing breaks your concentration quite like having a severed hand hit you in the face. Of course later she got hit with an Animate Dead spell and all the hands got animated.... it was a whole thing.
@@bominfoodgaming7703 Haha, well, it's been a minute and I forget some of the details, but one of our party members was a necromancer who routinely kept a small army of skeletons in tow (don't ask me how we got into any taverns), and I think he just cast Animate Dead so often that it started to permeate into the hands. They might have even fused together into a sort of super-druj, I don't remember. The campaign wrapped before I got a chance to unleash it on anybody though. I still have the sheet for that character laying around somewhere just in case someone wants to run an Epic tier campaign ^_^
ennchant the fighters weapon with heat metal up to the 9th level and you would deal 1.6k damage in 1 minute, or 162 damage in 1 round (this is just the fire damage, not accounting for his own weapon damage) its equivalent of a 7th level fireball being dropped 4 times on an enemy
@@HunterTracks Or as a Bard, use Minor Illusion to create a "barrier", and duck behind it. RAW, once someone sees the spell go through, the illusion becomes obvious and they can see through it...however, until an interaction reveals it's nature they can only tell by taking an action to investigate it. I once baited my first DM into this trap. We were up against a pair of casters with Counterspell, so I had spell cards, and played one unseen, and looked him in the eye and was like "I'm casting a spell, it's under my hand right now, so you can decide how to respond." He dramatically stared me down, and did cast Counterspell. I revealed, it was Minor Illusion, which of course failed, and the table went wild. (In truth, as DM perhaps he was wiser and it was the "character" that fell for it, but it was still legendary. The other caster told him "don't be an idiot ignore the Bard") Which of course gave me clearance to cast at least one big spell without them even attempting to counter. My character also had expertise in both persuasion and deception...one time in the same campaign I convinced a mid-level enemy that we were on the same side as "their master" and primed him for information. And then we shanked him in a surprise round. 😹
Or even better better: Go behind cover and prepare, then fire the spell "after going out of cover". The spell will be cast already, so counterspell wont work. New to DnD, but guess it would work.
You forgot the best bit. When someone is asleep, enemies can automatically crit them within 5 feet, if they get hit. If you use an oversized weapon, you get disadvantage, but you get the double damage dice. This means that your wizard will try their very best to steal and oversized greatclub or greataxe or greatsword, which is common among monsters, sleep his enemy, and attempt to execute it. But it gets worse. Don't ever let a party with a wizard that has sleep and a raven familiar or similar get a portable hole. They can sleep an enemy, but them into the portable hole, fold it up, and have their raven familiar fly it into the sky. The creature inside will eventually begin to suffocate, and can escape with a strength 10 check, which it will usually try to do. If it's 300 feet in the air, it had better know how to fly. Enjoy the OP.
@@Jonny-mn3zk Excellent point. A single sleeping enemy that is left isn't that hard to deal with, so it isn't that op. A lot of sleep shenanigans are about converting a sleeping enemy into a dead enemy, and there's a few ways to do it. The thing I like about this one is that the rules are clear, so you don't need to argue with the DM about it. You could also painstakingly put 500 pounds of bricks into a bag of holding, mortar them together _inside_ the bag of holding, and then turn the bag of holding inside out above the enemy, holding the inside-out bag up on a broomshaft or a quarterstaff or something like that. Should give you a good 10 foot drop of a 500 pound boulder, and that'll usually splat any enemy with few enough hitpoints that you can sleep them.
Funnily enough about that gaseous form effect, the spell only gives resistance to non-magical damage, so a party with spellcasters and/or access to magical weapons could still totally kill the now defenseless beholder (and it can't even run away because its movement speed is reduced to 10ft while in gaseous form)
@@-Big_Big Nope, as per the spell's description: "While in the form of a misty cloud, the target can’t talk or manipulate objects, and any objects it was carrying or holding can’t be dropped, used, or otherwise interacted with. The target can’t attack or cast spells." The only way to end the effect would be to either wait out the duration (1 hour) or to make the caster drop concentration (difficult since the target can't attack the caster).
Gust of Wind disperses the gaseous form, then drop concentration to instantly revert the beholder to solid, tiny pieces, thus killing it instantly without a saving throw.
Way too fucking true for the campaign I played, the DM was NOT happy about us spellcasters *trying* to break everything, but other party members were having a blast(ed)!
Gonna be real, this wizard is a little too tame. Pure damage, not alot of encounter enders, really as long as he wasn't consistently acting as though he was better than the rest of the party I'd be fine playing with em. Bro didn't even mention like half of what makes wizards amazing lol.
Ok but like the wizard, when forced to use other spells, ultimately chose to game break by synergizing abilities with other party members and being a great team player. Literally holding a spell for an hour so the rest of the party (not him) can short rest. Might still be doing it all with the intent to screw over the dm, but I’d bet the table is a lot more fun regardless now that the problem player is bolstering the party instead of trying to do his own thing
Id honestly be laughing my ass off at that point seeing this wizard just absolutely befuddle the DM who thought they were clever by banning a common spell.
I had a Bard that didn't really want to fight. He just cast sleep on people and tied them up. Sometimes he then left them hanging upside down from the nearest convenient feature (tree, lamp post, whatever), for law enforcement to pick up.
@@davidsantiago7808 Die probably. That's not an encounter you're supposed to survive. Luckily my DM and I are actual friends and not waging a cold war at the gaming table.
Nah, the _really_ powerful mages are all a-holes, they'll just animate a bar of soap and make the other mage step on it and slip and break his neck after he stepped out of the bathtub.
@@James11111Okay that's hilarious because now I'm just thinking about like some of the most powerful mages in the land just sitting down at a table and basically doing kids on the playground levels of argument.
Hello, Warlock of the Dreamscape Patron here. XP to level 3 made a small mistake at 1:10. As an expert user of the sleep spell, it is my duty to announce that you cannot target specific targets with sleep. You instead choose a origin point and it will target all creature within the 20ft radius. It first targets the lowest HP creature, and you don't get to ignore that if it's your ally. All in all, keep putting people to sleep, but do it carefully
He wrote a reply for this somewhere which was basically "cleverly set the AOE so that the sleep spell targets whoever you want to target" so yeah as you said do it carefully but I suppose the skit is assuming the Wizard did the smart AOE thing
@@yourpalbryan1442 yeah, I saw that message, but it's usually more easy said than done x) most times, you can't be picky about where you cast it (if you want to be somewhat efficient)
@@prout601 I guess that's why it's specifically the Wizard who's exploiting this loophole lol. Us mortals can't set the AOE properly without taking forever to be precise, but as master of the arcane arts he's used this a bajillion times and it's as easy as casting Fireball
I like the idea of a wizard who by the law has been forced to not use all the powerful and damaging spells but still finds ways to be evil without them
My favorite way that would need dm involvement was convincing a party member to cast create water, then using a held action to create a massive cube of pure sodium in the middle of it. When pure sodium interacts with water, it is highly explosive and keeps going until there is no more sodium
@@quentonmcclure8233 but the spells that simply create things are either super high level (Wish) or require your character to have seen it before (and I guarantee that they've most likely not seen pure sodium, and arguing that they can make it because they've seen salt doesn't really hold up, when they still have no reason to believe salt consists of two components). Also, I wonder when it was discovered that pure sodium and other such metals explode upon contact with water? Would it be reasonable to assume an alchemist somewhere in the world has observed and researched that interaction? So I'm not saying it's impossible, right? Just that your character would need a very specific background such as having seen a master alchemist demonstrate it.
@Ashton Howard true, but I've thought about this reaction with a wizard that had a unique backstory. Essentially, and feel free to use this if you like the idea, 500-600 year old gnome who starts casting clone as soon as he reaches adulthood to have something his soul can transfer to in the pursuit of knowledge. Obviously I'm not gonna start with 20th level wizard, so, I tied it in as an enemy kills him before clone process is fully finished, so his soul transfers to a not fully aged clone, which is where you get the starting level of the party. Also, the spell creation makes any precious metal, but it only lasts for 1 hour. Much more feasible build wise than relying on wish since it is 5th level, lol
The Wizard is getting better, his plans include other members of the party now! In all seriousness the gaseous* form plan is brilliant. Not only would I allow it the Wizard would also get an inspiration for what it is worth.
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Just...No. *Sleep doesn't work that way* : Creatures within range are affected in ascending order of their current hit points. You don't get to decide how to distribute the points of effect. Cast at 5th level averages 58 hp. *Heat Metal doesn't work that way* : Any creature in physical contact with the object *when you cast the spell* takes fire damage and only on subsequent turns *when you use a bonus action* so at most once per round. *Cloud of Daggers doesn't work that way* : He literally read the qualifying conditions for taking damage and then added "As I cast it *and* at the start of the creatures turn, it's going to take damage". No, it doesn't take *any* damage as you cast the spell. At 5th level it will average 25 not 50 damage. You _might_ be able to successfully cast suggestion on a beholder to allow it to willingly be turned gaseous (if you're not within its anti-magic cone) and it muffs its +7 WIS save), but you don't "fail your save" vs Gaseous Form as there is no save since it works on willing targets only. A generous DM _might_ allow the tactic to work, but it requires two spells to work and besides: *Gaseous From doesn't work that way* : You're not effectively in a prison - you have 10' flight and can pass thru cracks and tiny holes; you're not stunned, it's not going to give a surprise round. Most importantly, it *does not* prevent the beholder from using its eye rays or anti-magic cone since they aren't technically attacks or spells. So you probably just fckd yourself. This isn't an example of creative use of spells or poorly constructed spells or "cleverness and power". It's an example of someone not actually reading or understanding the rules.
i know nothing about dnd & i will never play a game where someone like that can feel proud that's just inhuman how insufferable the wizard is keep him away from me
@@ts4gv oh no, somebody is being clever and enjoying finding ways to combine abilities!!! call the police!! dude, dnd isn't an mmo being able to do anything is the whole point and creativity should be encouraged
As a DM, I once put my party against 2 wizards the same level as the party in a 2nd-Ed D&D campaign, as a demonstration of how stupidly overpowered a properly-played wizard could be. To prove a point, neither of my wizards had direct damage spells, and I only used spells from the PHB. One of the wizards was an illusionist, and the other was a Conjurer. The party lasted 5 rounds and never even touched the wizards. After that, they never questioned me why I always pulled my punches with enemy wizards.
not hard to do when you're the dm and you can just say your wizards rolled 15+ on hit roll every single turn xD if one of those wizards missed ever they should be done for. Unless your party that you were dm'ing for was like 2-3 people then it could be a toss up. Every campaign i've been in though has has 5-6 people in it and honestly i cant see how 2 wizards could take down 6 people at the same level without extreme luck or dice rigging and even with extreme luck if the 6 people co-ordinated their attacks on one wizard he should be instant dead.
@@davidsantiago7808 Have you ever played 2nd-Ed D&D? Unlike in later editions, players had to have stats of at least 15 to even get a paltry +1 bonus to their rolls, and saving throws vs spells were notoriously low compared to later editions. Once you hit level 13 and up, wizards became overpowered nightmares. Some of their spells didn't even allow for a saving throw, and that's just talking about spells from the PHB. The party of players I had only had one offensive spell-casting class (a Loremaster bard), with the rest being martial classes, and a druid as their healer. My players had no strategy for a pair of spell-casters armed with things like Improved Invisibility, mind-affecting spells, and summoned constructs. I played the encounter using rules as written. No pulling punches, no altering the rolls, just using spell combos that work extremely well. I also want to point out the encounter was done as a demo of what happens when I *don't* pull my punches playing an enemy wizard, and no player characters were killed. I'm the type of DM who believes in fair play, and ultimately I *want* my players to succeed.
Funny thing about gaseous form, as well, is that it doesn’t even make you immune to damage. If you convince a creature to be willing, they just get… resistance to nonmagical damage, and for it they can’t attack or cast spells or anything.
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In 4E I casted a wall of blades or something like that. Everyone else in the party had easy access to forced movement. We pushed a hydra through the wall so much that it became suicidal just to escape the agony. We named the strategy 'Glorious Cheese Grater Method'
I remember coming up with an idea I called the "Pressure Cooker" which basically just involved casting Wall of Fire in a ring around people with the ranged damage pointing inwards and then following it up with a Wall of Ice/Stone/Whatever in a ring around the outside of it. If they stay put, they burn to death. If they try to bust out, they get roasted by the full damage of contacting the wall until they manage to break a hole in the wall and escape. If they do that, they're now in a choke point _and_ getting roasted by the fire.
Haste is like the most op spell ever. If you cast it on a monster you can just immediately lose concentration, ending the spell and forcing them to loose a whole turn (or two depending when you stop it). The only hard part is getting the creature to be willing.
@@mestre12 a smart one, a dumb one that doesn't know what spell is being cast on them, or an even dumber one that doesn't even have a grasp on the concept of what a spell is.
So happy to see BigDickWizard69 has returned. He is both the hero we need and the hero we deserve. And here's to hoping "SILVERYYY BARRRRBSSS!" becomes a regular catchphrase in your series.
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You know, I think I'm on the wizard's side at this point here. Like, bro just wants to have fun spamming blast spells (kind of like a martial character), and the DM keeps banning him from doing that. So, he just starts playing wizard more optimally, and instead of balancing his encounters better to accomodate that fact that wizard is way stronger if you aren't playing blast wiz, DM is just like "everyone has counter spell now, because f*ck you I don't like wizards"
Most DMs aren't banning fireball and lightning bolt because the wizard is using them responsibly. My ruling as a DM mandates that if your concept of "just having fun" is ruining every other players fun, then you're not allowed to have fun at my table. Period. Door or chair. You choose, but you choose now.
@@CrowFeatherQuill I think you mistyped. You didn't mean ruining every other player's fun, you meant ruining your fun as the DM. Because I highly doubt other players are mad at another player using their powerful moves. I really hope you aren't this harsh of a DM.
@kennyhudson9201 didnt mistype anything and I was serious. Maybe you haven't dealt with californians but let me tell you. People are selfish. All bad stereotypes of DnD live here and that has to be shut down immediately. No apologies.
@@CrowFeatherQuill So you are telling me that Californians find that their fun is ruined when playing DnD if one of their fellow crew uses their most powerful moves, and tries to easily beat every scenario with the abilities given to their character? People are really mad that their fellow heroes use their best abilities? I'm sorry, but I don't believe you, because that doesn't make any sense at all. The only person that would be mad at that is the DM. Maybe Californians are doing some other weird stuff to ruin the game, but using their best abilities to easily defeat enemies is not it.
I was actually impressed with cloud of daggers when I first tried it. It's a fairly unassuming spell with no real caveats or drawbacks, but it's Magical Slashing damage that's consistent and always hits and that's all you really want out of an AOE isnt it. If you're forced to recast, you're guaranteed another 2 hits atleast assuming the creature you fight has no way to move in between turns.
Except that spells that deal damage the first time a creature enters a space implies when they use their movement, not when the spell is created on top of them, it's exactly the same logic as opportunity attacks, only willing movement triggers the attack, in this case only a creature willingly moving in to the spell's space or starting it's turn there takes damage. Creatures are only supposed to take damage once per turn from these spells. For example, if you're using Spirit Guardian, and a creature is leaving the area every turn to move away from you, he would be taking two instances of damage, one when you move back in to his space, and a second on his turn when he tries to leave. And yet if he were to stand inside the effect the entire time, or if he were to give chase to you while you left his space every turn, he would only be taking one instance of damage every turn. A creature spending less time inside an effect taking twice as much damage does not seem like an intended use, a creature taking one instance of damage every turn regardless of what actions they perform seems more likely the intended use. Further evidence is that every single spell of this type only says "When a creature enters the space for the first time or starts it's turn there", and yet the "Create Bonfire" spell specifically states any creature in the area when the spell is cast, before continuing that a creature must ALSO make the save when it moves in to the area or starts it's turn there. This would make create bonfire a 3d8 damage cantrip at level 1, (Initial damage instance as specified, initial damage for "entering the area" and a third on the creatures turn) and i'm sorry but that's definitely not intended.
If you have a buddy who's a grappler, you can have them grapple the victim, then on their turn drag them out of the cloud of daggers, then back in with 20ft of movement. (Five out, five back in, but it's difficult terrain because grappling). Because it's *per turn* rather than per round, you can use forced movement cheese to make them eat AoE damage over and over again.
@@whitereflexno, being there at the time of casting counts as entering it, the difference between Cloud of daggers and Create bonfire is that the former’s damage second damage tick procs at the beginning of the targets turn while the latter’s procs at the end. You can walk out of Bonfire before the second damage, but you can’t walk out of CoD unless you have a move as a legendary action
@@letendreelliott8778 According to Sage Advice (the D&D devs' FAQ column basically) stuff like Moonblast and Cloud of Daggers is not intended to have their damage trigger at the casting of the spell. Pg. 19 of this pdf: media.wizards.com/2020/dnd/downloads/SA-Compendium.pdf "Does moonbeam deal damage when you cast it? What about when its effect moves onto a creature? The answer to both questions is no. Here’s some elaboration on that answer: Some spells and other game features create an area of effect that does something when a creature enters that area for the first time on a turn or when a creature starts its turn in that area. On the turn when you cast such a spell, you’re primarily setting up hurt for your foes on later turns. Moonbeam, for example, creates a beam of light that can damage a creature who enters the beam or who starts its turn in the beam. Here are some spells with the same timing as moonbeam for their areas of effect: -Blade barrier -cloudkill -cloud of daggers -Evard’s black tentacles -forbiddance -moonbeam -sleet storm -spirit guardians Reading the description of any of those spells, you might wonder whether a creature is considered to be entering the spell’s area of effect if the area is created on the creature’s space. And if the area of effect can be moved-as the beam of moonbeam can-does moving it into a creature’s space count as the creature entering the area? Our design intent for such spells is this: a creature enters the area of effect when the creature passes into it. Creating the area of effect on the creature or moving it onto the creature doesn’t count. If the creature is still in the area at the start of its turn, it is subjected to the area’s effect. Entering such an area of effect needn’t be voluntary, unless a spell says otherwise. You can, therefore, hurl a creature into the area with a spell like thunderwave. We consider that clever play, not an imbalance, so hurl away! Keep in mind, however, that a creature is subjected to such an area of effect only the first time it enters the area on a turn. You can’t move a creature in and out of it to damage it over and over again on the same turn. In summary, a spell like moonbeam affects a creature when the creature passes into the spell’s area of effect and when the creature starts its turn there. You’re essentially creating a hazard on the battlefield."
I think its an interesting character to have the wizard not just spam fireball anymore but try to break everything in spite of the DM. Show his true power if you will
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The problem with Sleep, is that it targets the lowest HP enemies first, which helps for crowd control, but I don't think the wizard could choose where the Sleep Hit Dice goes.
@@XPtoLevel3 Tagging onto what that guy said about RAW, Heat Metal inflicts damage *on cast*, so unless the other guy purposefully imbedded his sword into the enemy and kept it there, heat metal would do no damage on contact since normally your weapon doesn't stay in contact with an enemy after smacking them.
@@andrew3606 idk, I’m a dm and I never wanna discourage players from being creative and coming up with interesting ways to use the tools at their disposal, even if it means more work for me
Nah sadly a particularly assertive wizard ends up being waaaaay too disruptive for even other players. like yeah I get it, you have illusions. Now stop fucking casting them, we've spent an hour dealing with a five minute talk because of it.
Heat metal sword is pretty cool idea considering you only have to make touch attacks with it (at least in 3.5) so give it to your barbarian after you cast haste on him
I would rule that the damage only works once per round because if you roast someone in their own armor, they also only take it once per round. It's still significant damage + a strong secondary effect so it's not underpowered.
@@theuncalledfor it also requires a bonus action from the caster to deal that damage after the initial cast, so another player couldn’t use a heated weapon to deal damage on their turn. I mean as a DM I’d be tempted to allow it on rule of cool, but the way the wizard proposes to use it is technically wrong.
@@inqy8339 Correct. I forgot about the Bonus Action. In that case, I would rule that the Bonus Action keeps the metal hot, so the Wizard would have to use their Bonus Action every turn to keep the weapon active. That way you use in-universe logic to both justify and slightly bend the mechanics of the spell.
This reminds me of a meat grinder combo my party made once. We had a giant fort to conquer but we didn't want to have a hard time with this. So during the night we got a pit dug with a slope into the pit right at the entrance to the fort. Then when day came, our inside agent lit a fire inside, we cast grease on the slope and at the top of the pit cast cloud of daggers. Enemies came out, slid on grease into the cloud of daggers, then fell into the pit. To get out of the pit you had to climb back through the cloud of daggers. Needless to say, climbing out of a pit while being hurt by cloud of daggers caused most to fail and fall back in. And if they got out there was essentially two casters being backed up by three melee people and also two pet drakes (don't ask) Eventually we pretty much had flesh soup in the pit and a half minced monster that we also hit with a few lightning bolts.
@@mr.k4918 if the dm is smart the grease fire can burn out of control, and cause severe collateral damage. thats how our dm turned us from the heroes who burned the baddies to death, into the murder hobo's who caused the church holding orphaned refugees, to burn too the ground with our antics. oops.
@@dustinherk8124 looook we may have infiltrated a cult of tiamat base with a large amount of forged papers, some good rolls, and a diviner wizard who had a twenty and a 15 saved, and then just went through and just said "yeah we need those two pet drakes you have for important cultists business, and a twenty plus bonus for forged papers and some other stuff is hard for any cultists to argue against.
My favorite part of this, is the Godskin Apostle track playing in the background as the Wizard starts to talk about how powerful Sleep is. Especially funny since the Godskin bosses are vulnerable to Sleep in Elden Ring
Love that ending. Really demonstrates that no matter how busted a player character is, the dm can kill you with the snap of his fingers whenever he wants.
Yeah, but doing that is DM arbitrariness, a backslide into the Bad Old Days of the 1980's D&D, the era of meatgrinder dungeons filled with Grimtooth's traps that instakilled the characters without a saving throw, because DMs thought the point of the game was to "win" against the players.
Order of Scribes makes some spells very scary: Cloud of Daggers swapped with Melf's Acid Arrow's acid damage = Cloud of "DEAR GOD MAKE IT STOP!" Any spell swapped with an upcasted Magic Missile = "Fuck your resistances I cast Magic Ball."
Upcasting unfortunately won't let you give fireball force damage. It states it has to be the same leveled spell. Scribe's is still super super cool tho
@@mekkor0101 you just need the damage type for the spell level of the slot spent, so as long as you had a force damage in a higher slot, upcasting does work
The suggestion+gaseous form combo is honestly not bad if your DM allows it. Like, suggestion is a difficult spell to use effectively due to interpretation of the rule of any commands not being obviously harmful and such, which can be believed to include helpful spells such as gaseous form, but honestly you have a bard or other charisma based character roll a deception roll to convince a creature to accept a spell being cast, so long as that creature cannot tell what spell is being cast, opens up for hilarity as well. I had a DM allow me to use persuasion in the same manner in a 3.5 game. I persuaded a high priestess of Lolth, who was a player in my last campaign, to accept my bard helping them change their appearance into one her Goddess would like, one that was more "spidery" than the web themed dress she wore. She accepted and so I cast polymorph to turn her into a spider and squashed her under my foot with an successful attack roll.
Hell as a DM as long as the spell being cast WASN'T actually a damaging spell, or could fall under the condition that it is protective, I would let suggestion go through. IF it turned out they were lying and used an obviously harmful spell (Ex. They immediately cast fireball) Suggestion would fail. That being said for your example of polymorph, the damage would knock them out of spider form and revert them to normal, only the excess damage would carry over. Might get a cheap hit in but likely wouldn't kill
The damage you can do with an animate objects on a bunch of tiny objects is pretty nuts. Also summoning a ton of flying poison snakes with conjure woodland animals can be insane too
Personally I'm a fan of combining Cloud of Daggers and Booming Blade. They take damage if they stay, or if they move. Literally "Should I stay or should I go?" in D&D lol
Right? Booming blade is amazing. It gives u amazing battlefield control. Like u could put them in a rock and a hard place by making them either move or stay in some bad spell. And it gets even better when u have a way to disengage as a bonus action (like rogue), get the mobile feat, or misty step away, telekinesis feat and some other ways to get away without provoking attack of opps. Booming blade is literally up there with eldritch blast. U could actually build that spell to do as much and even more then Eldritch blast (and that’s Eldritch blast with agonizing blast and hex). And that’s without using your concentration and a leveled spell. The cantrip scales very well. The only time it’s meh is the first 4 lvs but once u hit 5th it starts getting amazing. Not to big on cloud of daggers I feel theirs better spells u could combine with booming blade but I like your thinking. I honestly think u should be able to move the cloud of daggers as a bonus action. That would make it so much better. Kinda like how the flaming sphere works.
I had a lot of fun once with an Order Cleric+ Spirit Guardians+ booming blade. Command Flee as a bonus action, Booming Blade attack, on their turn they are forced to flee and take the damage from booming blade+ Spirit Guardians damage and due to spirit guardians, they don't get as far away as they could with flee. Then they take another opportunity attack.
Reminds me of good times running Ankh Of Mishra in Type1/Vintage (with a 1-2-color deck) where sac/fetch-lands like Polluted Delta are commonly used for multi-color decks xD (ahh take 5 for playing your dual-land lewl)
"All the creatures have counterspell now" If that truly is a DM's "solution" to the Wizard being creative and flexible with his spell repertoire, especially after the DM *BANNED* Wizard from using Fireball and Lightning Bolt, then that's a bad DM who need their DMing rights revoked ASAP.
Every single member of my old group would have eaten that GM for lunch. One of them once used a forcefield to stop a pursuing gang of monsters. Not by putting it on a passageway (the GM expeced that, and the player knew one of the monsters was able to cast Disintegrate): he casted it on the top of the incredibly long, incredbly steep, temple stairs the group was climbing with the monsters on hot pursuit. One instant surprise slide later, we reminded the GM of the rules he had previously enforced on the group about falling down those stairs. Result: TPK (Total _Pursuers_ Kill).
When did D&D become about being so overly meta efficient, finding the most broken combination of spells/feats/etc to make it unfun for DM and when did DM’s become so sadistic that their entire goal is to TPK the party at every corner or chance they get? Seems like no one can have fun anymore these days in good ole D&D 😢
@@AshunPhubu Eh, that's always been there. You go to any 3/3.5 forum back in the day and it's like 80% minmaxing theorycraft, 15% complaining about the minmaxing theorycraft, and 5% DM "how do I counter this minmax to still have some challenge in this campaign," theorycraft. Honestly, 3/3.5 was probably worse about it given how steep the divide between the best classes and the mid-tier (let alone bad) classes was.
Honestly as a DM, I'd be laughing so hard bc sure the wizard just ruined this encounter, but he's opened up so many new ways for you to make him miserable
@@Raoul9753 Oh hey, I just got an Idea. What if my friend "The Bard" casts suggestion on it to make it willing. Maybe he fails the saving throw, but silvery barbs could help with that.
Wizard: GASEOUS FORM! DM: What? You protected him? Wizard: Oh dear Bard? Bard: Yeeeeeees? Wizard: Cast Gust of Wind at the Beholder. Bard: Okaaaaaay! DM: What? Wizard: Gust of Wind disperses any gas or vapor, and since the Beholder's gaseous form is dispersed, I will end my concentration on Gaseous Form. This will revert the Beholder back to normal and in several tiny pieces, killing him instantly without a saving throw!
Actually it's a lot stronger than it seems. You can knock all the buffs off one creature, or end a single buff on all creatures in the area. So let's a party has aid up giving a huge increase to the party over all hp, you can then cast dispel to knock out all that extra hp, or let's say invisibility, fly or hold person on multiple creature. Dispel magic is one of those subtle overpowered spells that often gets overlooked by counter spell.
@@mylesdrake2949 The "end a single buff on all creatures" seems a little weird because of how the spell is described. "Choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends". I assume you are choosing a magical effect here. Substitute "target" for "magical effect" and the sentence reads "any spell...on the magical effect ends". This reads like it wouldn't actually do anything to the spell that caused the magical effect because after all the spell isn't cast on the magical effect; it's cast on its target. Much less interestingly sage advice has a "Dispel magic ends a spell on one target. It doesn’t end the same spell on other targets" line.
@Random Nobody this is correct. Sage advice even had an example of Summon animals only getting one of the animals dispelled. So yeah, dispel magic is good, but it doesn't remove all of the buffs or debuffs, just one.
@QuotableGnome 8 that's, that's dumb. However one thing I can say works completely is dispel magic on zombies or skeletons causes a necromancer to lose control of them which is hilarious.
My personal favourite spell combination is, Animate Object applied to 10 silver coins and Stinking Cloud. It does have a couple draw backs for companions and being dispersed, but for a 1 minute duration your 10 silver constructs can attack with a decent amount of advantage, as it won't affect their ability to see with blind sight and they don't breath. Plus being silver they can give a slight advantage depending on what you're fighting.
Here's a fun idea! As a DM, I would totally allow the Heat Metal sword combo for all that damage, but stick a little caveat on it. Rapidly heating and then cooling a sword after forging can completely ruin the weapon because it undoes the treatment to harden the blade. You can use the heat metal combo, sure, but the sword will basically snap next time you hit something.
Okay. Just use a pilfered, crappy sword from a monster, then. Or an enchanted sword, those would be resilient enough to withstand the heat without taking that damage.
Maybe not the next hit, but I could see that sword being ruined after combat is over, or after a few rounds. The damage could also change from slashing to bludgeoning, after a few rounds anyway. A wooden handle wouldnt work, unless it was magically enchanted or something. XD could have the fighter get a magically cold enchanted sword hilt, with replaceable blades, Attack on titan style. Haha but thats assuming they were specifically doing heat metal combo a lot, otherwise kinda pointless.
@@theuncalledfor and let me add to your point, if your sword can be on flames or just handle rapid heating and cooling its prob a amazing ass sword, you can prob make up a fantasy metal that can handle that.
Michael Caine: You crossed the line first, sir. You took their Fireball away. You squeezed them, you hammered them to the point of desperation. And in their desperation, they turned to a spellbook you didn't fully understand. XP : Wizards aren't complicated, Sir Michael Caine. Just have to figure out what he's after. Michael Caine : With respect XP, perhaps this is a man that *you* don't fully understand, either. A long time ago, I was in Chult. My friends and I were working for the local government. They were trying to buy the loyalty of tribal leaders by bribing them with precious stones. But their caravans were being raided in a forest north of Omu by a Wizard. So, we went looking for the stones. But in six months, we never met anybody who hadn't been Fireballed. One day, I saw a child playing with a scorched ruby the size of a tangerine. The Wizard had been Fireballing them. XP : Why? Michael Caine : Well, because he thought it was good sport. Because some men aren't looking for anything logical, like money. They can't be bought, bullied, reasoned, or negotiated with. Some men just want to watch the world burn.
Oh Karsus' Avatar, that's nothing, I'd cast, Touch Grass. The only spell that forces the DM to go outside and touch some grass. That's when you use your Wish spell to teleport him into the Elemental Plane of Fire. It's a Surprise initiative. Then as your DM suffers, from the setbacks of being sent to the Elemental Plane of Fire, you and the enemy Lich go out together for a cup of coffee, talk a bit about some Arcane magic, some magic theory, about your attempts to create new spells, and spend a day enjoying your life for once.
@@Psychomaniac14 it’s mainly goddess of magic, Mystra, said “you all can’t be fucking trusted!” And banned ANY spell 10th level or higher, which includes the only level 12 spell, Karsus’s Avatar.
Divination Wizards can regenerate a lower level spell slot when using a divnination spell, and every session I know my gnome wizard with Mind Spike & Burning Hands and 4th level spell slots could do 12d8 and 3d6 worth of damage over 4 rounds for only 1 spell slot used.
I love cloud of daggers but it was a nightmare for me as a DM. When I ram my players through the lost mines of phandelver for the first time the wizard blended the entire final room and encounter before the black spider could even speak. They were a great party
It's only when they enter or start their turn in the spell, It only deals damage once a round and always on the creatures turn, you don't get the damage when you cast it, and again when they start their turn.
But...sleep doesn't let you choose targets, it's just lowest hp to highest within the spell's area, including allies! (Unless you have something to protect them) You'd just have a whole bunch of sleeping goblins and an angry mindflayer who can easily wake them back up...
It would still work if the total HP was high enough, though. But you're right about the targeting, so he'd better hope he rolled high enough to get them all. :)
wizard can't even learn heat metal or silence either. Heat metal doesn't even add damage to the weapon when you attack with it: "Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 fire damage when you cast the spell. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this damage again. If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn’t drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn." The only part where physical contact damage happens when you cast the spell, and the only other time it does damage if you deliberately use your BA to cause it, which you cannot do because the weapon user attacks when it isn't your turn.
Depending on how it is cast, i.e. area of effect, you could try to attack as few goblins as possible and therefore have a ton of sleep for the mindflayer, but I agree, it doesnt allow to target like that.
Playing the Godskin apostle music while bigdickwizard cheeses a hard encounter by putting the enemies to sleep is either a crazy coincidence or a stroke of brilliance.
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Know what? If a troublesome Wizard actually started buffing his party instead of just casting damage spells, I'd take it, even if the Big Bad Lich had to embarrass me by dying instantly.
@@trise2033He just knows that he can do all by himself on his level But since DM restricts him he decided to just f**k up DM's plan and use party for that
@@jayjaybob2 Seems to be a wizard that just ENDS encounters with overpowered spells- ie this guy has an entire short adventure where the wizard solves everything with fireball- litterally its the only spell they cast and it solved every problem. That is annoying on a number of levels 1 it makes the DM feel stupid that all of what they set up can be twarted with what seems like no thought, 2 the fact that the player basically spammed one unbalanced spell the whole time gets in the way of it being an interesting series of encounters, and 3 hinders roleplay when the wizard either prevents it via ending things quickly with magic, or uses role play only to set up more uses of OP magic. Really it all comes down to chemistry at the table, if the group is having fun then great, but if the wizard's playstyle is actively frustrating the DM and preventing the other players from getting to do things then you need to have a talk. Its why I like builds with support abilities, or things built for combos with other players.
@@timothycarney9652 except fireball isnt unbalanced, yes it does high damage for a spell of its level, but its of the most resisted damage type in the game, the only argument you could have is if the wizard is of the subclass that lets them change damage types as they wish. However even then, spells arent as OP as you seem to think. if you as a DM cant plan around the fact the wizard only ever casts a single spell, thats on you. If you have a wizard in the party who manages to be prepared and manages to solves the issues by having the correct spells prepared, then its just the wizard being smart. DMs who see the game as them versus the player then getting mad that their monsters die easily to a prepared team is the issue. for instance if you know the wizard casts fireball all the time, throw monsters with fire resistance/immunity at the party, give some hints beforehand so the wizard isnt deadweight in the encounter if he pays attention, and have fun with the game.
my favorite session one of the greater gods was pissed at bards in general for one making a pass at his wife so the moment one would exist it would be hit with greater polymorph into chicken via divine punishment. it couldn't be blocked and one of our guys had a caster that could make his own spells so he invented a custom spell that changed classes and selected bard. we used this on the vampire at the end of the ravencroft campaign and came home with a new pet chicken.
Last session in my spell hammer campaign my druid leveled to level 3. Before the session and before I knew where we were going I prepared heat metal because I heard it could be good but had yet to see it myself. We landed on a manufactured planet. With a floor made of metal. Genuinely I starred at my sheet in shock when I realised what power I had and read the spell to see it had no limit on the size of the metal object or area it effected. I didn't end up using it because our enemy ended up being a Spectator beholder so it would just end up doing a ton of friendly fire and only hurt his minions but I still have that thing in my back pocket if I need to fry an entire planet
@@roguerazac7071 Haha xD Re OP: i have this funny feeling like most groups/DMs might take issue with the spell effecting massive/mountainous areas, hehe. Maybe even a whole house or room-floor seems a bit more than intended ;) Granted i think a lot of the spells and magic could be changed, but loopholes and such are why there are errata published and as funny as they might be... DMs ultimately have the final say on rulings, not the published/written rule. :)
Hard cut to some alien family on the other side of the planet rushing to get their sick little Xeno-Timmy the medicine to cure his illness, and then suddenly the entire world is just on fire and everyone's dying super hard! Poor Timmy, being bedridden, is one of the only survivors...
I heard alot of story of people abusing this spell. Its legit, one my favorite spell, and, a big reasson to why forge domain is my favorite clerig sub class
I actually do something like this. My cleric/artificer has a mechanical arm and I regularly use "heat metal" on it, plus it has the "thrown 20/60" modifier on it (the fist is on a chain) and I can use the arm as a casting focus so I can cast my two different smites with it too. I also have a hammer that explodes, but it causes damage to anyone within a 5 foot radius of me, but that usually includes our paladin/barbarian, our blood hunter, and sometimes our druid/monk so I have to use it sparingly. But the arm can still do some major damage too 😈
@@TheLastSane1 If the lich is immune and there's only six goblins and one mind flayer then it doesn't matter. The math adds up the same. Secondly, upcasting does create that damage. A fifth level Cloud of Daggers is 10d4 damage and dropping it on a creature does automatically do the damage. Heat Metal does not state anything flammable on the object catches fire during the spell nor does the heat transfer through substances other than metal. And is straight up 5d8 fire damage at fifth level. Suggestion states that the action must sound reasonable. Using it to tell a beholder to become the willing target of a beneficial spell definitely fits that descriptor. Thirdly, the spell "Sleep" has a 90ft cast range at which a 20ft radius bubble is placed. Silence has a 120ft. cast range with a 20ft radius at the end. Pretty sure he misspoke and meant to say "40ft diameter" there.
Sleep is awful above certain level. It's really useful when the party is level 3 or under, but above it you have to roll really high to put at least one enemy to sleep because the upcast is progressing way slower than the enemies' hp. You have a better chance at casting Charm Person and winning yourself some time with that than with Sleep. And yes, it doesn't let you target, it goes lower to higher hp.
It would be difficult putting full health enemies in later level encounters to sleep, but you can always do it mid fight to set up a wombo combo finisher for some of your other teammates. Not requiring a save is especially useful against Legendary Resistances.
This absolutely tracks when fighting most monsters, which tend to have high HP pools. However, I once played a sorcerer who kept sleep spells handy well into the mid game -- we're talking level 12 here. The reason for this was simple. Enemy wizards tend not to have a lot of HP. Granted, this campaign was centered around a Mage war, but you cannot deny the usefulness of taking the enemy spellcaster out of the fight, while automatically breaking their concentration.
Unfortunately heat metal wouldnt work like that since after the initial casting damage is only done by using a bonus action. Also you can short rest while concentrating on a spell so that works perfectly. Cloud of Daggers doesn't do damage on cast... It doesn't ENTER the space when the spell is cast. The wording is pretty straight forward "A creature takes 4d4 slashing damage when it ENTRERS the spell’s area for the first time on a turn or starts its turn there."...
I love how Jacobs Ideas of powerful spells doesn't even include the classic combos and spells most optimizers take like The Microwave, and other wall of force shenanigans.
Heat Metal says it only damages the creature when you initially cast the spell though, and the damage only repeats on your turn when you use your bonus action to cause it. Also, RAW has it say it damages a creature in contact with the object, not specifically the metal part of the object so holding a wooden hilt wouldn't stop the spell. The sword would still be a a single object even if it doesn't make the most sense, but RAW also has invisibility work on blind creatures so take it with a grain of salt.
to be fair, RAW doesn't really have invisibility work on blind creatures, people just use invisibility wrong. The more fun and player-agency-focused version of invisibility is "Advantage on Stealth", which is what most people do, but RAW when you are invisible, other creatures have disadvantage on their Perception checks against you. A blind creature already has disadvantage on Perception checks, as per the Blinded condition. RAW: Invisibility - "An invisible creature is impossible to see without the aid of magic or a Special sense. For the Purpose of hiding, the creature is heavily obscured. The creature’s Location can be detected by any noise it makes or any tracks it leaves." Heavily Obscured - "A heavily obscured area-such as Darkness, opaque fog, or dense foliage-blocks vision entirely. A creature effectively suffers from the blinded condition (see Conditions ) when trying to see something in that area." So funnily enough, invisibility literally treats other creatures as if they have the blinded condition when interacting with you
You dont get to choose the target and hit point distribution of Sleep, it targets the creature with lowest hitpoints ( allies included ) and then the next lowest HP and the next till you run out of hit points
You are seriously hilarious, friend. ^^ Had another friend who was very clever in making spell combinations. One of my favorites was in 3.5 rules, a combo of the 3rd Level spell "Creeping Cold" (does a cumulative 1d6 damage each round for 3 rounds; 1d6+2d6+3d6) with Extend Spell (3 more rounds of 3d6). Average 36/ max 72 over 6 rounds, not too shabby. 😏
I was a Bard, we were in a dungeon with a Minotaur. The beast had metal gauntlets and I cast heat metal, the DM was displeased, the beast was brought down, loot was found - good times.
The pain filled "wHy!?" is so relatable. This is me any time my players become creative mad geniuses and come up with some ridiculous way to do bonkers damage.
Mages start off weak and squishy, then become God's. The key was GM is to make sure you push the resource management side of things with your multiple encounters. Whether there is a kidnapped someone you need to rescue from a ritual or something, you need to keep the pressure on.
@@mrosskne that's it. I'm not saying a party shouldn't have ANY rest, just that if a party is given a quest or a task, it's good to sometimes give them a limited amount of time to achieve their goals. Players have a more enjoyable experience in general when they feel the pressure of a more difficult session IMO. It makes any "stakes"more real.
@@hmmm348 It doesn't matter how much pressure you put on them. When they run out of spell slots, they'll try to rest. If they're prevented from resting, they'll simply die. Every time.
The lava sword combo is cool and all, but unfortunately the damage only occurs if the caster uses their bonus action to cause it. Even then, the damage applies to the creature holding/wearing the heated item (point of contact has no effect, as long as they touch the item at all they get burned and attack with disadvantage), so the paladin is getting roasted for nothing. For all your flaming sword needs, look towards Elemental Weapon (3rd level but also makes it a +1 magic weapon) or the Flametongue.
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Yep. it was a cute idea, a funny video and i love this channel, but a lot of this particular scenario comes down to the DM allowing things that not all DMs would allow. (Beholder allowing his spell casting to be shut down seems unlikely also)
Funny thing is, as a divine soul Sorcerer, Silence is almost an instant take for me. cuts off commands for familiar-based encounters, instant Counterspell for any spellcaster, cuts off communication, and cuts off a potential leader's command or Bolstering of troops. plummeting morale, silenced spellcasters, no way for a leader to give commands, and familiars/pets/hounds completely lost and confused. Meanwhile sorcerer: Metamagic: Subtle Spellcasting. it's too good to not have Silence unless you run a mostly-spellcaster group.
I actually like the idea of the Suggestion "Allow my friend to send you home" basically throwing an extra save requirement on Banishment for any extraplanar creature. Arguably wouldn't work on Fiend types since "Send you to Actual Hell" seems like it'd count as "doing harm" even for its normal denizens. But a djinn? An ANGEL? Even if getting banished is against their goals, "go to heaven without dying" is pretty explicitly NOT "doing harm."
Especially if you can manage to use it on an elemental if someone knows primordial, since nearly all elementals on the material plane were just ripped from their home while they were chilling and are instantly mind controlled to fight by the wizards who summon them, its the reason you cant summon one yourself then lose concentration cause itll just start whooping your ass for kidnapping it😂
The plot twist of both him NOT using Fireball, but coordinating with his team both to cast spells AND to have him take advantage of his spells AND not rigging the rolls
The “No no no no no, wait wait wait wait wait!” was way too good Also how did he as a Wizard get Silence? Edit: and Heat Metal Gaseous Form also has no save, it’s a willing target
For some reason I imagine the party is going against a monster party, consisting of a mind flayer and his three goblin wives, a Lich in training who is still trying to figure himself out, and their beholder party leader who is really desperate to find a mate.
I love the wizard, i want more videos where he is in them, but not necessarily the main character. Just him bouncing off and interacting with other characters is fun to watch.
Silence is a 20-foot radius and which means that the Lich could just walk out of it if nothing prevents the Lich from moving. Heat Metal deals damage only when you cast the spell and when you use a bonus action to deal that damage again. Cloud of Daggers up cast to 5th level deals 10d4 damage which has an average of 25. Every spell is overpowered when you just make up your own rules on how it actually works.
Cloud of Daggers deals its damage at least twice, once when you cast it on top of the opponent and they enter its area, and one more time at the start of their turn.
Also, it's not like the lich knows exactly where the silence area starts and ends. You can center the area between you and the lich, so, if he tries to walk towards you, he'll still be in the area when he's done. The corners of the room aren't covered, sure, but do you think he'll move to the corner?
Pathfinder has sculpt sound, which is hilarious in that you can basically autotune a target's voice to the point where they can't cast spells with verbal components. It's hard to keep a straight face when the lich tries to cast and all that comes out is, 'Meow meow meow meow...'
Every time I get sick or something and I can't really do much or feel terrible I just binge the wizard videos. Got me through the last fever I had. The wizard arc is my comfort show basically
@@ChaosArchmage huh....? It states it does "when a creature enters the spell for the first time they take 4d4 slashing damage or they start their turn there."
But it specifies "On a turn", that means it doesnt specify its turn. Otherwise you're telling me shoving an enemy into a whirlwind of blades wouldnt harm them immediately?
It both is and isn't. The damage is surprisingly good for its level. Literally a magic missile every single round. But practically it sucks. For one damage on a concentration spell is very mediocre. And then it's a fixed 5ft square, so unless you have a grapple squad continuously dragging a poor enemy through the thing, you deal that damage once and never again.
@@thatguy5391 @Trinithium Having it cast on them or moved onto them does not count as them entering it. If they are pushed or pulled into it, that does count as them entering it.