Has anyone used Summon Greater Demon or Infernal Calling? Are they good spells?
I was looking at those as potential options for my lore bards level 10 magical secrets but not sure if they are good spells.
Summon greater demon looks like fun and does not seem to hard to manage as long as the group knows to stay far away enough that the demon will always attack a closer enemy.
Infernal calling requires a persuasion, intimidation or deception check against the devils insight. Considering the bards expertise in these skills plus cutting words ability to reduce others ability checks and Peerless Skill to further boost your own ability checks it seems like a lore bard is the best class for this spell.
Those spells fit well with my characters back story but its also hard to pass on spells like wall of force or bibgy's hand.
If they fit your backstory and character, I would 100% pick one, if I were you. I'd likely choose Bigby's for the second, simply for it's versatility. I think, as you mention, Bards have an edge on controlling the spell and if it fits the motif your character is running, then it's a natural choice.
Your normal Bard spells selections are usually enough to keep you relevant in combat (and out) so the Secrets spells are really just added gravy. Picking one or more that help push the theme of your character is a great idea and will allow you to immerse yourself in the character even more.
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Talk to your Players.Talk to your DM. If more people used this advice, there would be 24.74% fewer threads on Tactics, Rules and DM discussions.
My friend says getting Greater Restoration at level 9 is pretty epic since Paladins can't get that spell till the end of the game. So what sort of spells might I want to consider for my 10th level Lore Bard?
And ... What is your build? What are you going for?
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Cum catapultae proscriptae erunt tum soli proscript catapultas habebunt
If you don't have a cleric/druid who can prepare Greater Restoration then it is a required spell at that level for a party. As its a bard spell you shouldn't need to spend secrets on it.
Right now you don't have a lot of encounter length spells. Things like Spirit Guardians, and Slow are very useful.
My friend says getting Greater Restoration at level 9 is pretty epic since Paladins can't get that spell till the end of the game. So what sort of spells might I want to consider for my 10th level Lore Bard?
And ... What is your build? What are you going for?
Go with spells that fit your character and the style of game you want to play.
If that does not matter much to you then take spells that round out the needs of your party.
Wall of force, bigbys hand, spirit guardians, find greater steed, conjure animals, revivify (if you dont have a cleric). Telekinesis is suited very well with lore bards because of cutting words and peerless skill.
You wont need magical secrets for synaptic static but bane and synaptic static are a lethal combo.
What other classes make up the rest of your party?
Typically I like to add a 5th level spell, and a 3rd or 4th that changes what I can do. Given your party makeup I would recommend a summons and Summon Draconic spirit is a fun choice. But if you wanted something like Summon Fey or Summon Aberration with the option of upcasting that would make sense.
We have a Paladin, a War Cleric, a Rogue, a Ranger, a Sorcerer and a Fighter.
Sorcerers dont have access to wall of force. Take that one for sure.
As elfdope pointed out, any of the summons spells are great. Anytime a monster attacks the summons instead of a party member its a win. Summon Fey comes with a shortsword. If your dm lets you give a magic shortsword to the fey everytime you summon it, and have the sword stick around after the fey dies, it can bypass resistance making it the hardest hitting summon spell at higher levels. I had great success with that spell as a druid. The bonus teleport and charm effects came in very handy. Summon abberation, draconic spirit or celestial are also great. If you are medium size, draconic spirit and celestial double as flying mounts which can give your bard some much needed maneuverability. Draconic Spirits damage is non magical so you are taking that more for defensive purposes. You get great damage resistance options which bard does not have access to (absorb elements)
In my experience spirit guardians is strong but also makes you a bit of a target. If you take that make sure you have good defenses.
Last but not least. Magic circle plus conjure elemental plus planar binding is really strong. Having your pet elemental follow you around for a month or longer is extra fun. The elementals utility and tanking are extremely useful. You would have to swap out a third level magical secrets for magic circle though. RAW its totally legit but i would I would also talk to your dm before doing this to make sure he is on board.
Conjure animals is very strong but also creates alot of hassle at some tables. If you know how to manage the animals without monopolizing the game this is a great pick up. Even if you summon only one or two animals they are great for soaking up damage.
Otherwise i would chat with your sorcerer to see what spells that person is taking to help clarify.
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Has anyone used Summon Greater Demon or Infernal Calling? Are they good spells?
I was looking at those as potential options for my lore bards level 10 magical secrets but not sure if they are good spells.
Summon greater demon looks like fun and does not seem to hard to manage as long as the group knows to stay far away enough that the demon will always attack a closer enemy.
Infernal calling requires a persuasion, intimidation or deception check against the devils insight. Considering the bards expertise in these skills plus cutting words ability to reduce others ability checks and Peerless Skill to further boost your own ability checks it seems like a lore bard is the best class for this spell.
Those spells fit well with my characters back story but its also hard to pass on spells like wall of force or bibgy's hand.
Any suggestions are much appreciated.
If they fit your backstory and character, I would 100% pick one, if I were you. I'd likely choose Bigby's for the second, simply for it's versatility. I think, as you mention, Bards have an edge on controlling the spell and if it fits the motif your character is running, then it's a natural choice.
Your normal Bard spells selections are usually enough to keep you relevant in combat (and out) so the Secrets spells are really just added gravy. Picking one or more that help push the theme of your character is a great idea and will allow you to immerse yourself in the character even more.
Talk to your Players. Talk to your DM. If more people used this advice, there would be 24.74% fewer threads on Tactics, Rules and DM discussions.
I am interested in discussing Magical Secrets at level 10.
My Basic Build is a Lore Bard with the highest Cha score possible before taking feats. My first feat is often Resilience (Con).
For a level 10 Bard, before picking my Magical Secrets, I'll probably have something like ...
Vicious Mockery, Prestidigitation, Mending, Mage Hand
1st - Bane, Charm Person, Dissonant Whispers, Healing Word
2nd - Invisibility, Silence
3rd - Dispel Magic, [something, maybe Tiny Hut], [MS] Counterspell, [MS] Lightning Bolt (or something else that suits how the party plays the game)
4th - Dimension Door, Polymorph
5th - Teleportation Circle, [something], [MS] [something], [MS] [something]
My friend says getting Greater Restoration at level 9 is pretty epic since Paladins can't get that spell till the end of the game. So what sort of spells might I want to consider for my 10th level Lore Bard?
And ... What is your build? What are you going for?
Cum catapultae proscriptae erunt tum soli proscript catapultas habebunt
If you don't have a cleric/druid who can prepare Greater Restoration then it is a required spell at that level for a party. As its a bard spell you shouldn't need to spend secrets on it.
Right now you don't have a lot of encounter length spells. Things like Spirit Guardians, and Slow are very useful.
Spirit Guardians is pretty boss. Our War Cleric used it often in our last campaign and it was poi - fekt.
Cum catapultae proscriptae erunt tum soli proscript catapultas habebunt
Go with spells that fit your character and the style of game you want to play.
If that does not matter much to you then take spells that round out the needs of your party.
Wall of force, bigbys hand, spirit guardians, find greater steed, conjure animals, revivify (if you dont have a cleric). Telekinesis is suited very well with lore bards because of cutting words and peerless skill.
You wont need magical secrets for synaptic static but bane and synaptic static are a lethal combo.
What other classes make up the rest of your party?
We have a Paladin, a War Cleric, a Rogue, a Ranger, a Sorcerer and a Fighter.
Cum catapultae proscriptae erunt tum soli proscript catapultas habebunt
Typically I like to add a 5th level spell, and a 3rd or 4th that changes what I can do. Given your party makeup I would recommend a summons and Summon Draconic spirit is a fun choice. But if you wanted something like Summon Fey or Summon Aberration with the option of upcasting that would make sense.
Sorcerers dont have access to wall of force. Take that one for sure.
As elfdope pointed out, any of the summons spells are great. Anytime a monster attacks the summons instead of a party member its a win. Summon Fey comes with a shortsword. If your dm lets you give a magic shortsword to the fey everytime you summon it, and have the sword stick around after the fey dies, it can bypass resistance making it the hardest hitting summon spell at higher levels. I had great success with that spell as a druid. The bonus teleport and charm effects came in very handy. Summon abberation, draconic spirit or celestial are also great. If you are medium size, draconic spirit and celestial double as flying mounts which can give your bard some much needed maneuverability. Draconic Spirits damage is non magical so you are taking that more for defensive purposes. You get great damage resistance options which bard does not have access to (absorb elements)
In my experience spirit guardians is strong but also makes you a bit of a target. If you take that make sure you have good defenses.
Last but not least. Magic circle plus conjure elemental plus planar binding is really strong. Having your pet elemental follow you around for a month or longer is extra fun. The elementals utility and tanking are extremely useful. You would have to swap out a third level magical secrets for magic circle though. RAW its totally legit but i would I would also talk to your dm before doing this to make sure he is on board.
Conjure animals is very strong but also creates alot of hassle at some tables. If you know how to manage the animals without monopolizing the game this is a great pick up. Even if you summon only one or two animals they are great for soaking up damage.
Otherwise i would chat with your sorcerer to see what spells that person is taking to help clarify.