Otiluke's freezing sphere is ok -- 300' range, 60' radius AOE, 10d6 damage, save for half.
The interesting thing is that it allows you to create a globe the size of a sling bullet, which you can save instead of shooting it out, and use later or give to another party member for them to use. The holder can later throw it 40' (a sling's normal distance is 30', so better to throw it), and it will go off as above when it lands.
The obvious question is can you throw it 40' and not be affected by the 60' radius AOE? I have three ideas:
1. Throw and run: Internet research says that if you throw an object 40' straight up, it will take 2.7 seconds to land. If you throw it so it lands 40' away from you, it would not go in a straight line, so would need to travel further. So say it is in the air 3 seconds. (I remember enough of high school physics to know that my formula sucks, but not enough to know how to do it correctly.) And if your movement was 30', you can use your movement and dash to travel 60' in 6 seconds, so you should be able to use your action to throw the globe 40', and then move 30 feet in 3 seconds, outside the AOE (I know this assumes instant acceleration; the internet says a good NFL OL can sprint 30' in under 2 seconds from stopped, so 30' in 3 seconds seams reasonable). The throw and run method works only if you are more then 20' away from your party.
2. Move/throw/Misty Step: use your movement to get 30' away from your party, use your action to throw the globe 40', use a bonus action to Misty Step 30' back, before the globe lands. (Lots of melee characters take Fey Touched so could do this.)
3. Careful spell: a Sorcerer can use Meta Magic to protect the party when they cast a spell that forces a creature to make a save. Can you use Careful Spell when you actually cast Otiluke's, and then have Careful Spell work to protect your party when someone later throws the globe. (Would work great with Quicken -- cast a spell using a slot with your BA, use your action to throw the globe).
Thoughts on whether any of these work? Any other ideas? If so, then a Wizard or Sorcerer can give melee charters a very strong AOE ability. Would make this a great spell to have, but one you may never use in combat.
Note that the globe's are super safe to carry. They go off only if you engage in intentional conduct (throw, sling, set on ground) or it you give it to another person (not if they take it from you), and that person throws is, slings it or sets it down. So if you have long down time, you could make lots of them.
I realized after i posted this that a 5th level Barbarian's speed increases by 10'. Assuming that takes them to 40', they could move 20', throw 40', move back 20', and be safe.
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Otiluke's freezing sphere is ok -- 300' range, 60' radius AOE, 10d6 damage, save for half.
The interesting thing is that it allows you to create a globe the size of a sling bullet, which you can save instead of shooting it out, and use later or give to another party member for them to use. The holder can later throw it 40' (a sling's normal distance is 30', so better to throw it), and it will go off as above when it lands.
The obvious question is can you throw it 40' and not be affected by the 60' radius AOE? I have three ideas:
1. Throw and run: Internet research says that if you throw an object 40' straight up, it will take 2.7 seconds to land. If you throw it so it lands 40' away from you, it would not go in a straight line, so would need to travel further. So say it is in the air 3 seconds. (I remember enough of high school physics to know that my formula sucks, but not enough to know how to do it correctly.) And if your movement was 30', you can use your movement and dash to travel 60' in 6 seconds, so you should be able to use your action to throw the globe 40', and then move 30 feet in 3 seconds, outside the AOE (I know this assumes instant acceleration; the internet says a good NFL OL can sprint 30' in under 2 seconds from stopped, so 30' in 3 seconds seams reasonable). The throw and run method works only if you are more then 20' away from your party.
2. Move/throw/Misty Step: use your movement to get 30' away from your party, use your action to throw the globe 40', use a bonus action to Misty Step 30' back, before the globe lands. (Lots of melee characters take Fey Touched so could do this.)
3. Careful spell: a Sorcerer can use Meta Magic to protect the party when they cast a spell that forces a creature to make a save. Can you use Careful Spell when you actually cast Otiluke's, and then have Careful Spell work to protect your party when someone later throws the globe. (Would work great with Quicken -- cast a spell using a slot with your BA, use your action to throw the globe).
Thoughts on whether any of these work? Any other ideas? If so, then a Wizard or Sorcerer can give melee charters a very strong AOE ability. Would make this a great spell to have, but one you may never use in combat.
Note that the globe's are super safe to carry. They go off only if you engage in intentional conduct (throw, sling, set on ground) or it you give it to another person (not if they take it from you), and that person throws is, slings it or sets it down. So if you have long down time, you could make lots of them.
I realized after i posted this that a 5th level Barbarian's speed increases by 10'. Assuming that takes them to 40', they could move 20', throw 40', move back 20', and be safe.