u/Makopopopooooo

How to NOT tpk my group ?

Hello,

My players might set foot in a Skaven nest. We're talking about thousands of slaves, hundreds of Stormvermins, Grey Seers, and a whole host of abominations. A whole city.

If they're crazy enough to go in, how can I avoid killing them without handing them massive advantages? The rats will try to kill on sight.

How would you tell this story ?
Everything is possible.

Ty

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u/Makopopopooooo — 7 days ago

Mugdulblub's spells ?

A warlock can roll for boons, sure... But what about rolling for new spells instead ?

Mugdulblub Spells | Primary Stat: Constitution
The player announces the power level at which they want to cast the spell before rolling their die.

~~~~~~~~~~~~~~

Gellification

5 rounds – Close
Upon contact, non-magical inert matter takes on the consistency of a spongy jelly within a sphere of 1m radius.
Radius increases by 1m per spell level.

Assimilation

3 rounds – Close
Swallow at least 1L of inert or living matter and assimilate one of its properties.
Duration extends by 2 rounds per additional spell level.

Mitosis

Focus – Close
Create a jelly clone from your own body. It can cast Mugdulblub spells.
If the clone fails a spellcheck, the player forgets the spell.
5 HP 7AC, 1 Atk 1d4, (S-1/D-3/C+0/I-4/W-4/C+0)
+1 Jelly clone per additional spell level.

Dissolution

Instant – Close
Spew a jet of acid that -at your choice- dissolves one non-magical equipment, erases a memory from the target, or deals 1d4 + CON damage per spell level.

Polymorphism

3 rounds – Self
Alter your body's shape while maintaining the same volume.
Can potentially create one additional limb per spell level (Strength-1/Dexterity-3) that acts during your turn.

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u/Makopopopooooo — 16 days ago

The only right way to play: objective ranking of wizard spells

You don’t want to appear hatefull toward your friends?

You don't want to give the impression that you'd rather k*** yourself rather than playing the current campaign ?

You don't want to seem like you gladly want to waste the time your GM has invested? (And figuratively spit on his face?)

We all know here that there is only one true way to play Shadowdark: maximum optimization. So, here I will reveal the one and only way to choose wizard's spells. Any other choice would naturally result in pure hatred from your circle of friends.

Given that the wizard is the most powerful class in the game, you can afford to look down on the other classes which are sometimes vaguely necessary (Priest) but nonetheless suboptimal (and really, if your friends aren't rolling wizards, are they even your friends?).

Of course, since the mage can learn spells from scrolls, such considerations might seem superfluous. However, this will allow you to instantly detect whether your DM hates you (no scrolls or suboptimal scrolls) or respects you (in the one true way).

Here is the spell list.

~~~~~~~~~~~~~~

Tier 1 (1-1-1-2)

• Charm Person : Very strong at low levels, and still useful in town later on. This spell gives jedi mind trick vibes and must be accompanied by the prescribed hand movement (that way it will work on androids too).

• Detect Magic : There will be a vast number of opportunities to use it. You need to succeed on the die roll twice to get the full benefit, but with a DC of 11, it remains easy. Once again, the spell remains useful at high levels.

• Hold Portal : This spell is very powerful in enclosed spaces and 10 rounds of duration makes it really good. It allows you to face a group of enemies bit by bit, thereby massively reducing the damage the party takes. Combined with Fabricate (T3), you can even decide where the doors are located. The absence of a level cap makes it a tool that remains useful over the long term.

• Light : A light source that likely isn't affected by wind or water is probably extremely useful. If the campaign takes place mostly outdoors (as is often the case in a hexcrawl) it's obviously a nerf. You also need to view this spell as saving one or more torch slots (1 slot = 1 torch, it's super heavy), and therefore as an XP gain.

• Floating Disk : 10 rounds is a long time, sometimes as long as an entire session. Since gear slots = XP, you can't just breeze through it. The "hovers at waist level" part is very problematic if one wants to use it for an unintended purpose. If the disc stays strictly at the mage's waist level, raising our body would raise the disc too, right? In that case, you just need to load it up with 20 gear slot of stone, and you’ve got a weapon capable of dealing massive damage in a single use: add just one more object to the stack, and it will collapse onto the creature directly beneath it. This is the perfect excuse for the fighter to constantly carry you on his shoulders (as he should anyway).

• Sleep : Aoe Shutdown without any save on a DC 11. Anything that isn't asleep will likely be turned by the cleric ; this compensates for the spell being limited to the living. Given that this spell is inferior to Charm Person in a city setting and that Hold Portal will eventually become the only viable crowd-control option at this tier, Sleep drops in priority.

• Burning Hands : The damage is decent, and the spell deals AoE damage. However, if you're actually considering casting it, that means that you plan to surround yourself with enemies. Not to mention the risk of friendly fire. It would be much better as a witch spell.

• Mage Armor : 10 rounds is a very, very long time. The spell is particularly useful if you have a negative Dexterity modifier. It won't be very valuable from level 3 onwards, though. If it could be cast on an enemy to set their AC to 14, it might have been handy, but this spell is one-dimensional.

• Alarm : This spell can act like a Chekhov's gun if you cast it on a door behind you. It heightens the narrative risk of finding yourself in an enclosed space with no easy way out. Instead, I suggest casting it on the thong of the PC in the vanguard; it will serve as an invisibility or stealth detector. You can cast alarm onto dust and blow it through a keyhole to find out if someone is lying in ambush in the room.

• Magic Missile : The damage output is too low to make it a worthwhile move in combat. Get off the Fighter's shoulders and let him do what he's good at (after level 3, he can create another character, so you might as well let him shine while he can).

• Feather Fall : The spell's wording suggests it can be cast even outside our turn, which is a plus. It also allows you to significantly increase the length of a jump if you have enough momentum. However, it is vastly outperformed by another spell -which we will look at later- in situations where a fall is foreseeable.

• Protection From Evil : Two major issues : the range, which requires being right next to the target (ideally, you'd want to cast it on an ally with decent AC), and the focus requirement. If the DM allows a Dodge action during combat, it's even worse.

Only correct order :
Charm Person / Detect Magic / Hold Portal lvl 1
Light lvl 2 (At level 1, Light is less useful, given that you haven't lit your torch yet and still have space in your bags).
If you anticipate that levels 1 to 3 will be very brutal, Sleep is a viable option alongside Charm Person and Hold Portal at level 1. This maximizes your chances of survival.

~~~~~~~~~~~~~~

Tier 2 (3-4-6-8)

• Alter Self : Hands down the best Tier 2 spell. If you have the opportunity to cast it with advantage, don't hesitate. Goal number one: grow a human-scale silk gland to knit yourself a sweater stronger than steel (let's say that counts as fabric armor). Objective number two: spew as much venom as possible for maximum cash on the black market (and make martial classes somewhat useful for once). Other applications: termite saliva as an ultra-strong mortar, gliding using skin flaps like a flying squirrel, horseshoe crab blood that detects bacteria and toxins, a bombardier beetle's acid gland for melting locks or all sorts of other things, spotting invisible targets via echolocation, tracking enemies or secret passages with a dog's sense of smell, doing stealthy things with a
chameleon skin...... This spell is broken.

• Web : Is that really an long range AoE shutdown I see there? As always, Control > Damage. The fact that this spell doesn't require concentration makes it absolutely insane. You can cast one web after another, enemies without a ranged attack are defenseless.

• Invisibility : 10 rounds means ages. You can do plenty of things (including potentially lethal ones) without attacking or casting a spell. Speaking of spells, maintaining your focus isn't casting. The fact that this spell can be cast on others makes it terrifying ("others" means a thief).

• Fixed Object : If you convert 5,000 pounds into proper units, it comes to 2,267.962 kg. This spell has many applications. It can paralyze anything wearing clothes (or anything unfortunate enough to end up in a net); it can create a secure elevated platform (you are already on the fighter's shoulders: simply reach up and secure a plank four meters above the ground) ; It can block doors and narrow passages ; it can stop horsemen or a convoy ; win bets ; ...
Since it's a close range spell, casting it on a rope allows for comical combos, especially if you have a team member who knows how to use a lasso.

• Mirror Image : This spell grants high resistance to single-target attacks. Unfortunately, an illusion disappears with every attack, rather than only when a hit actually lands. It remains, however, a very good defensive spell.

• Acid Arrow : Let's compare this one to Smite (Tier 2 Priest): longer range, potential for multiple damage applications, and doesn't necessarily require line of sight to the target. There are no useful focus spells for combat at Tier 1, so there is no competition for our concentration if you get it early. You can typically cast Acid Arrow and close the door, leaving an enemy to die on the other side.

• Silence : You might think this would be useful against enemy spellcasters. However, a spellcaster likely knows they can simply step out of the spell's area to break free. What's more, it requires concentration, so it’s really not great in combat. The idea here is mainly about covering the stealthy maneuvers of your mates (the wretches incapable of casting invisibility).

• Detect Thoughts : More reliable and less messy than torture. It's fine for gathering information, but Charm Person will be more effective against Level 1 and 2 civilian targets. It’s not a transcendent spell, and there are a couple of things I’d rather not know, especially if my mage happens to be sexy.

• Knock : Alter Self already allows you to open quite a few doors and to do so silently. Knock doesn't even enable successful burglaries; its primary use is opening magically sealed doors.

• Levitate : It’s clearly not a priority and it puts your character at risk of falling flat on their face, given that it requires your focus. If it could be used on allies or objects it would have some applications but as it is, it's simply bad. If your DM gives you a levitate scroll, it means he openly despises you. You'll get fly anyway at T3.

• Misty Step : This only teleports you a near distance, aka "Just walk, you lazy bum". There are no attacks of opportunity in Shadowdark.

• Hold Person : Short range, single-target, requires focus, works only on humanoids, limited to targets level 4 or lower. Yup. This spell sucks.

Only correct order :
Alter Self lvl 3
Web lvl 4
Invisibility lvl 6
Fixed Object lvl 8
I could imagine swapping invisibility and Fixed Object or even Fixed Object and web if you have a spicy idea.
Getting Mirror Image later through scroll of talent is fine, as it scales with levels.

~~~~~~~~~~~~~~

Tier 3 (5-6-9-10)

• Gaseous Form : A very good torture spell against anything that breathes. If your gaseous form fills your target's lungs, they generally tend to act a little less cocky. You can then dissolve into your victim's blood and go block an artery say... in the brainstem? Finally, why choose a specific one ? A body taking on a gaseous form represents more than enough volume to block all of a dragon's arteries simultaneously. Basically a no save one shot. In Shadowdark, Tier 3 creates a drastic divide between those who can cast spells... and everyone else. I think this spell is a good example.

• Animate Dead : Cart + graveyard = massive damage. You can cosplay Helman Ghorst now, great mood. Plus, if the fighter dies, no one will notice. The zombie is stronger than the skeleton, but once you have enough of them to create a wall of flesh, it is better to add skeleton archers. Since this spell lasts 24 hours, feel free to cast it as much as you can before going to sleep. Your zombies will still be up when you wake up. Another good spell to cast with advantage thanks to talents.

• Fly : Flying without focus. What. The. Actual. Fuck. It's broken. I don't know what else to say.

• Dispel Magic : We love magic. Dispelling magic means less magic. (∩^o^)⊃━☆゚.*・。
If your DM says, "Ahem,... that magic is too powerful to be dispelled," you know you're in the right place. It depends heavily on the context, but this spell is potentially very, very strong.

• Fabricate : This spell is cool; don't forget to load planks and a few iron ingots onto your corps cart. Depending on your DM, this could allow you to craft any tool or weapon in addition to the bridge or wall everyone thinks of. Catapults, scorpions, and mangonels are also part of the mix. It lasts 10 rounds, aka forever.

• Fireball : Do you like hitting things ? I do. Fireball does it really really well. At this point you can do everything better than anyone except healing.

• Magic Circle : If, for some obscure reason, you have a massive bonus to spellcasting, this spell can trivialize any combat that doesn't feature a mix of different creature types. However, if you fail your spellcasting checks half the time, you should probably give this one a pass.

• Lightning Bolt : Fireball exists.

• Protection From Energy : Another focus spell. If the effect lasted for a fixed 10 rounds, that would be one thing. But as it stands, it's just rubbish.

• Illusion : Even if it were a Tier 1 spell, the fact that it requires focus would still make me wince. At Tier 3, there are far better options.

• Sending : We're talking about game-breaking spells here, and you want to send telepathic messages? Clearly not a priority. Given the list of spells to pick up first, you'd learn to teleport before getting around to this one.

• Speak With Dead : If you want to talk to someone, just don't unalive him in the first place. You're welcome.

Only correct order :
Gaseous Form lvl 5
Animate Dead lvl 6
Fly lvl 9
Dispel Magic lvl 10
Depending on your DM, Dispell Magic and Fabricate can be your lvl 5 and 6 spells. Fireball is great but restcasting animate dead tends to grant better results as it adds both damage and defense.

~~~~~~~~~~~~~~

Tier 4 (7-8)

• Wall of Force : Do you see the combo with Cloudkill ? Yeah, we all saw it. Now stop messing around with those lousy Fighters and Thieves of yours. The microwave tactic works in Shadowdark !

• Polymorph : Shadowdark has a new goal now. It’s no longer about finding loot, but about finding the biggest beast possible to tame and then turning it into a dragon. It’s like Pokemon, except you only want to catch the biggest ones. It's also an emergency heal and a great opportunity to turn a martial character into something useful.

• Cloudkill : It's a cloud and it kills. I know, it was unexpected.

• Divination : here we are talking about communication with a being even stronger than god : your DM. You can ask him out if he's cute, and if he refuses, you can say it was your character speaking. That's a pro move.

• Control Water : It’s a bit niche, but on the water, you are now a god. The spell specifies a section 100 feet wide and deep, but says nothing about the length. How would you like to pulverize an entire coastal city?

• Dimension Door : "To any point you can see" can be very far with fly. It's a great way to trigger those old grumps who go "blah blah blah, don't split the party." Your DM will love DMing for your fully optimized party consisting of a wizard with Dimension Door and another wizard with other totally broken spells.

• Passwall : I read a post from some guy on this subreddit who read this like a spell that obliterates all matter -enemies included- in its path. Let me raise an eyebrow. We’ve already got plenty of ways to commit mass slaughter; we don't need any more. You can use it on the ground to create a hole beneath someone and let them wall themselves in once five rounds have passed. It's a fun concept.

• Confusion : We really need to stop with single-target crowd control spells. Especially ones that require focus. Well, it could be worse... it could have a level cap...

• Resilient Sphere : This spell has incredible meme potential. You are now a human wrecking ball, and since nothing gets through the sphere, no one will hear you belting out Miley Cyrus like a tone-deaf amateur. Do take note of the combo with Sending, though, if you want to go on the offensive with your musical interpretation.

• Stoneskin : From level 3, you wear a sweater made of giant human spider silk. If you ask me, it’s worth at least a suit of Mithral plate that allows for a Dexterity bonus. The density of spider silk is 1.31 g/cm³ and in terms of strength, it puts steel to shame. Why would I want to turn into stone ?

• Telekinesis : "Hey, that's cool, this spell has so many creative applications; it's awesome!" That’s what I would’ve said if we were at Tier 1. But here, I’m being asked to focus on a spell with a DC of 14. Who wrote this spell list? Give me a name ! I have a Cloudkill and won't hesitate to use it !

• Arcane Eye : To all the Warlock players on WoW: you know the spell "Eye of Kilrogg"? Be honest. How many times have you actually used that thing? We can all agree it's absolute garbage.

Only correct order :
Polymorph and Wall of Force are the best spells, especialy if you got your hands on some nice shinies.
The wall of Force / Cloudkill combo is also a valid option. You're starting to see that we REALLY need several wizards on the team, right?

T4 scrolls are really good rewards. Make sure to have a priest with bless to maximize your chances.

~~~~~~~~~~~~~~

Tier 5 (9-10)

• Wish : I wish to... WIN THE GAME ! (⊃。•́‿•̀。)⊃━✿✿✿✿✿✿

• Teleport : On a hex grid, it's really strong. And obviously, if you're in a sticky situation...
I told you to bring more wizards. That reminds me of the good old days on the Warcraft 3 ladder.

• Create Undead : I don't even know why the spell offers a choice between the wight and the wraith. The latter is just an upgraded version of the former. The wraith strikes three times for 1d10 damage plus 1d4 CON damage every turn. And, of course, you won't hesitate to summon several of them. If your first wish turned you into a lich, this spell will perfect your cosplay.

• Plane Shift : Extraplanar excursions mean maximum loot, right? This spell is a nightmare for your DM. If they didn't give you the right scrolls (or rejected you during your attempt at romantic divination), here is your answer. He who laughs last, laughs best.

• Disintegrate : Kudos on the Voldemort cosplay. It opens doors in the walls, incidentally.

• Prismatic Orb : We’re at Tier 5. We used to worry about damage output at the earlier tiers. Now, we’re busy reshaping the fabric of reality. Playing around with glittery projectiles is a thing of the past.

• Summon Extraplanar : You can use that to summon a fire elemental so the party's witch can possess its body. Immunity to non-magical damage and fire is pretty nice, after all. Focus = meh.

• Scrying : That's the kind of thing a pervert is into. There are plenty of specialized sites online for dealing with those kinds of urges. Let's be serious.

• Shapechange : A focus on a DC 15 spell... I don't like it. It also depends far too much on what your DM considers "natural" creature. At least it remains a good self-heal. The Priest is only good for spamming Bless now.

• Hold Monster : Confusion is that you ? Did you really think that by quickly changing your name, I wouldn't recognize you?

• Power Word Kill : Read the wizard mishaps for lvl 4-5 spells. At this point, you probably want to keep your character, right? Good... gently put that spell down right now.

• Antimagic Shell : Hey, what if I cast a spell that locks up my entire magical arsenal?
...
You filthy degenerate.

Only correct order :
Wish lvl 9 (no kidding)
At level 10 you can cosplay a WC3 archmage, Nagash, Voldemort or make your DM ragequit. Your choice.

u/Makopopopooooo — 1 month ago

The only right way to play: how to maximize enjoyment (objective ranking of witch spells)

As we all know, there is only one objective way to play ttrpg correctly : by optimizing your character.

Failing to optimize shows a total lack of respect for your DM and his hard work; it is an insult to the friends who are pouring their creativity and spontaneity into the game.
I won't dwell on the outrages committed by certain individuals, but rather share with you the truth about the witch's spells (you can thank me when you meet Saint Peter).

Tier 1 (1-1-1-2)

• Shadowdance : Very effective for hiding, bluffing, blinding, deafening, and creating dangerous elements to dodge... Since the effect involves both sound and light, the possibilities are endless.

• Charm Person : All merchants will be affected; the abuses are widespread. This spawns multiple enemies after 1d8 days, creating numerous opportunities to loot even more bodies (or simply recast the spell). Botching the spell provides a very convenient casus belli ; you simply have to cry sexism and witchophobia.

• Cauldron : A scout frog, a repair spell, a backpack add-on, an effective way to move dangerous objects discreetly... Quite a few advantages in a single spell. If you manage to get your hands on a bacterio-chemical weapon, you’ll be able to walk around with it without putting yourself in danger. A classic.

• Fog : A very good spell for letting your rogue hide again repeatedly (assuming you aren't in a mind-numbingly dull dungeon consisting solely of an endless succession of empty square rooms connected by 2-meter-wide orthogonal corridors that defy the most basic laws of architecture...).

• Eyebite : casting a damage spell without a projectile from a familiar that is already undetectable or airborne while the group is not in line of sight can be very difficult for certain enemies to counter. They will have no way of understanding what is attacking them or figuring out how to fight back. Remember the clock is ticking in dangerous places though.

• Oak, Ash, Thorn : Depending on the setup (typically in the gloaming), it can be a real asset. The fact that it's strictly auto-cast remains a major nerf.

• Puppet : The "Close" range hurts a lot if your familiar is at risk of getting beaten up. Using up your focus to control one target isn't great (it's actually total crap) and limiting a single-target CC spell to level 1 and 2 targets makes it obsolete very quickly in dungeons. The potential to humiliate enemies is real, though.

• Willowman : It is essentially a torture spell to be used in town, where targets are likely to be low-level. The NPCs who survive will probably end up with PTSD -it can create some spicy roleplay in an alternative world where you don't optimize-.

• Hypnotize : Once again, a low-level witch likely won't have the means to maintain the spell, whereas a high-level witch won't find a level 3 target worth wasting her focus on.

• Witchlight : A light spell that hogs the focus? wtf ? Not only does it guarantee you'll be left in the dark very quickly, but it also prevents the use of other focus. Being able to move the light independently of the character is not a sufficient advantage.

Only correct order :
Shadowdance / Charm Person / Cauldron lvl 1
Fog lvl 2 (Eyebite can also be considered depending on your familiar, as well as Oak, Ash, Thorn if the setup allows for it.)

Tier 2 (3-4-6-8)

• Alter Self : Goal number one: grow a human-scale silk gland to knit yourself a sweater stronger than steel (let's say that counts as fabric armor). Objective number two: spew as much venom as possible for maximum cash on the black market (and make martial classes somewhat useful for once). Other applications: termite saliva as an ultra-strong mortar, horseshoe crab blood that detects bacteria and toxins, a bombardier beetle's acid gland for melting locks or all sorts of other things... This spell is broken; there’s a before and after Alter Self.

• Bogboil : Is that really an long range AoE shutdown I see there? All spellcasters with even a modicum of education know that Control > Damage. The damage, the big numbers, that's for people who have something to compensate for. The fact that this spell doesn't require concentration makes it absolutely insane.

• Invisibility : 10 rounds, aka 5,4 eternities. You can do plenty of things (including potentially lethal ones) without attacking or casting a spell. The fact that this spell can be cast on others makes it terrifying.

• Frog Rain : 10 enemies in a room? Humiliating the fighter on his own turf? This spell is excellent (especially for a Knight of Saint Ydris), but it has two major drawbacks. It doesn't scale, and we can't afford to pick it up at level 3 or 4. Consequently, it inevitably joins our arsenal at a stage where it has lost much of its luster. The fact remains that it is a damage-dealing spell that does not produce a projectile originating from the caster. The technique mentioned regarding Eyebite therefore applies here as an AoE effect.

• Augury : Interpreting oracles and supernatural omens is for dummies. You are the supernatural. You don't ask, you act.

• Poison : Imagine I poison a shoe, and it just so happens the monster needs a shoehorn to take it off and then -BAM!- the shoehorn and the laces are poisoned too! Nah, I'm kidding it's crap.

• Cat's Eye : Alter Self already allows you to see invisible things using an echolocation organ. Again, a dog's sense of smell makes it possible to detect drafts and pick up scents through walls that have been moved. This spell is completely outclassed and obsolete. Oh, and it's a concentration spell, even worse.

• Spidersilk : Alter Self does that and more without being a focus spell. It should apply to the entire group and for a fixed duration. Yes, I dare to blaspheme against the Holy Scriptures of Saint Kelsey: this spell is simply bad.

• Cacklerot : Require concentration + no range + single target + lvl cap of 4. I'm starting to think the guy who wrote the spells has a weird kink for crappy stuff.

• Toadstool : Seriously, recruit a priest (unless you are a french extremist) (unless French only do frogs, idk).

Only correct order :
Alter Self lvl 3
Bogboil lvl 4
Invisibility lvl 6
Frog Rain lvl 8
I could imagine swapping invisibility and frog rain for gastronomic reasons.

Tier 3 (5-6-9-10)

• Howl : Another AoE shutdown, without a save this time. Craaaaaazy good. Remember to extend the range with your familiar.

• Whisper : the whispering part is a bit creepy but in practical terms, what we have here is a mind-control spell. Does it look overpowered? It can be hilarious to fail, the backfire is just brilliant. Remember, your familiar speaks common.

• Divination : here we are talking about communication with a being even stronger than god : your DM. You can ask him out if he's cute, and if he refuses, you can say it was your character speaking. That's a pro move.

• Broomstick : There is no requirement for it to be you on the broomstick. This offers great opportunities to invoke karma when an ally crashes into the ground due to a distraction... If the spell didn't require concentration, it would allow you to default kill half the bestiary.

• Swarm : Losing Concentration after the initial damage application still allowed for 2d6 AoE damage plus a blind. There are worse spells out there. Fighters feel truly ridiculous when you apply Frog Rain and Swarm every turn.

• Coven : The Tier 3 spell limit makes Coven very reasonable. Its strength depends on the length of the adventuring day and your luck with the dice.

• Void Stare : "Your eyes turn black as you look into the dark between the stars". The powers of the emo are now yours. A brilliant future as a 30-year-old virgin wizard awaits you IRL. If you manage to upcast this spell and preserve your virtue for another 10 years, you'll be in a position to compile serious spell tier lists.

• Mistletoe : NOW KISS ! Seriously, there are some great telenovelas and K-dramas out there that already do that. I didn't judge you over the divination thing, but now you're getting weird.

• Pin Doll : If the guy you want to kill is still alive after you've taken hair samples from him, you messed something up. The other possibility is that you take pleasure in torturing, you sick psycho.

• Speak With Dead : If you want to talk to someone, just don't unalive him in the first place. You're welcome.

Only correct order :
Howl lvl 5
Whisper lvl 6
Divination lvl 9
Broomstick lvl 10
I could see swarm if your group lacks real damage dealers but again, it comes up late.
Coven is also fine. Not exciting, fine.

Tier 4 (7-8)

• Polymorph : So, do you know how to tame an elephant? Well done, you are now riding a dragon instead. It's also an emergency heal and a great opportunity to turn a martial character into something useful.

• Glassbones : The bigger your group, the harder it hits. Half the damage comes from you now. And in your great magnanimity, you agree to cast spells on top of that as well. Brutal.

• Dimension Door : The "willing creature" is, of course, your familiar. Who else? Dreamwalk is funnier though. We only have 2 tier 4 spells, this won't make the cut.

• Cloak of Night : You already have ultra-tough armor and excellent camouflage capabilities from level 3. It's overkill. After invisibility at lvl 6, it's even more redundant. It's a shame it's "self" only.

• Nightmare : At this stage, we have enough power to slaughter the rabble and enslave the guys who are actually somewhat useful, rather than killing them. It's funny how you have to successfully concentrate three times in a row to get a kill. It's as if they had to tone down the effect so it wouldn't break the game. But the spell is just mediocre. The issue is that it can be used on players and with a "on the same plane" range, it's hard to dodge (hopefully your DM creates a whole dream adventure instead of just killing you).

• Beguile : We've had this spell since level 1. Increasing the illusion's size and giving it an effect that makes you want to protect it seems pretty underwhelming for a Tier 4 spell. And again, focus spells, that sucks.

• Curse : Whisper is already perfectly sufficient if you need to manipulate someone or torture them mentally. The effects of Curse are unimpressive. The only reaction it draws from me is "meh."

• Moonbeam : This spell is a giant "come hit me" sign written on your pet's head. If you feel like you have HP to spare, sure, but remember: failing to optimize means you hate your friends.

Only correct order :
Polymorph lvl 7
Glassbones lvl 8

Tier 5 (9-10)

• Mother of Night : Well, it's Wish. Plus, it forces your way into Shune's schedule, cutting ahead of everyone else. We don't know, maybe she's really nice?

• Soul Jar : So here, you’ll probably need to look after your comatose body and a jar. It would be really great if we had access to an extra-planar space right from level 1... Seriously, that would be awesome... If your body doesn't fit in the cauldron, go easy on the frogs. Think of your new (summer) body with loads of extra stats. This spell also oneshot lvl 9 ennemies if we were still worrying about that.

• Dreamwalk : Okay, we get it. You love the idea of ​​sneaking into people's bedroom at night without them having to say anything other than "ok"... On a hex grid, it saves a ton of time.

• Anathema : If enemies start tearing each other apart, that could be very powerful, but the wording seems to point more toward a verbal or moral reprimand rather than actual aggressive action. Turning an enemy against their allies is a step up from hard CC.

• Shapechange : A focus on a DC 15 spell... I don't like it. It also depends far too much on what your DM considers "natural" creature.

• Scrying : This is getting really uncanny. Put down that (crystal) ball right now.

• Enfeeble : What's the plan here? Are we at the point where we want to hurt ourselves?

• Finger of Death : Read the diabolical mishaps for lvl 4-5 spells. At this point, you probably want to keep your character, right? Good... gently put that spell down right now.

Only correct order :
Mother of Night lvl 9 (duh)
Soul Jar lvl 10
If your first wish to obtain comfortable sandals fails, you may consider Dreamwalk.

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u/Makopopopooooo — 2 months ago

Smite

Priest's Smite scales pretty poorly but is very thematic. I'm curious if some of you have homebrew some rules or created magical items related to smite. I'd like to make it relevant for the lvl 7 priest in my party.

He sacrificed both his eyes to St Tarragnis but can still "see" the divine deeds of his god, making him terrible at hand-to-hand combat but still proficient with his spells.

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u/Makopopopooooo — 4 months ago