Slow is one of those spells that combos really well with spells like Web, Spike Growth, Sleet Storm, or anything that imposes difficult terrain in order to completely negate a target's movement. By coordinating with another caster in your group it can come in clutch. It also has the fun "disadvantage on dex saves" that makes it a great way to tee up a Fireball or Lightning Bolt.
But really the best way to use it is to simply hit the maximum amount of targets in an area. If you're able to pull that off, then it's one of the most effective control debuffs in the game.
Slow prevents reactions, so Counterspell, Shield, Silvery Barbs, Feather Fall, etc are unusable. Use Slow in combo with your teammates to shut down enemy defenses to their follow-up spells.
So, the way to use slow is to cast it on up to six enemy creatures (not friendly creatures, that's not a good idea) in a 40-foot cube. Since an affected target's speed is halved and it takes a -2 penalty to AC and Dexterity Saving Throws, and it can't use reactions, this is really bad for them. On its turn, it can use either an Action or a bonus Action, not both, this is also really bad for the enemy. Regardless of the creature's Abilities or magic items, it can't make more than one melee or ranged Attack during its turn.This is good for you, since more attacks would potentially be more dangerous to you and your party.
If the creature attempts to Cast a Spell with a Casting Time of 1 Action, roll a d20. On an 11 or higher, the spell doesn't take Effect until the creature's next turn, and the creature must use its Action on that turn to complete the spell. If it can't, the spell is wasted. A creature affected by this spell makes another Wisdom saving throw at the end of its turn. On a successful save, the Effect ends for it. Which is bad, so hope that they don't make their save.
Yeah, I don't see Slow as a spell with interesting or specialized uses, to be honest. It tends to be a "screw you" to your foes any time it's cast and not resisted. It is a BIG equalizer for multiple attack type enemies as it can drop the 4 attacks to one, which is huge. Overall, I agree with the above poster who says it's one of the nest debuffs available. Hurts the enemy in cutting their damage potential and makes them a lot easier TO damage, all in a single spell.
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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.
A nice thing about Slow in comparison against Hypnotic Pattern, for instance, is the lack of sight requirement to cast. This can help a lot to avoid Counterspell and cast it in safe spots.
This can help a lot to avoid Counterspell and cast it in safe spots.
Hiding behind cover would be an example of a safe spot to cast Slow in order to have a greater chance of success as you suggested.
If within 60 foot range, Counterspell is much faster against Slow; disregarding the molasses Material & Verbal components for the expressed purpose of this example, if the person casting Counterspell can see the Somatic for the Slow spell to shut it down.
Casting Slow does have its advantages on the battlefield compared to Counterspell; Slow has twice the range of Counterspell and doesn't require the caster to actually see the target.
Indeed, just get burn there resistance, bane and then curse them, then slow. After that have the nearest martial beat them to death and badda bing! Owlbears your Uncle
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"Anyone can smith at the cosmic anvil, yet only I can forge a weapon as good as thee."
An expensive combo that I think is pretty cool is to multiclass into fighter for action surge, then cast Prismatic Wall in the air above your enemies. Designate that you and your allies take no damage from the wall. Then cast Reverse Gravity using Action Surge and watch your enemies get shredded. It's expensive using a 9th and 7th slot, but it burns legendary resistance so fast, and it even does damage if they succeed.
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What's some ways to use slow cleverly? Also what is some ways you've used slow
"Anyone can smith at the cosmic anvil, yet only I can forge a weapon as good as thee."
My Homebrew Please click it, they have my family.
Slow is one of those spells that combos really well with spells like Web, Spike Growth, Sleet Storm, or anything that imposes difficult terrain in order to completely negate a target's movement. By coordinating with another caster in your group it can come in clutch. It also has the fun "disadvantage on dex saves" that makes it a great way to tee up a Fireball or Lightning Bolt.
But really the best way to use it is to simply hit the maximum amount of targets in an area. If you're able to pull that off, then it's one of the most effective control debuffs in the game.
Slow prevents reactions, so Counterspell, Shield, Silvery Barbs, Feather Fall, etc are unusable. Use Slow in combo with your teammates to shut down enemy defenses to their follow-up spells.
So, the way to use slow is to cast it on up to six enemy creatures (not friendly creatures, that's not a good idea) in a 40-foot cube. Since an affected target's speed is halved and it takes a -2 penalty to AC and Dexterity Saving Throws, and it can't use reactions, this is really bad for them. On its turn, it can use either an Action or a bonus Action, not both, this is also really bad for the enemy. Regardless of the creature's Abilities or magic items, it can't make more than one melee or ranged Attack during its turn.This is good for you, since more attacks would potentially be more dangerous to you and your party.
If the creature attempts to Cast a Spell with a Casting Time of 1 Action, roll a d20. On an 11 or higher, the spell doesn't take Effect until the creature's next turn, and the creature must use its Action on that turn to complete the spell. If it can't, the spell is wasted. A creature affected by this spell makes another Wisdom saving throw at the end of its turn. On a successful save, the Effect ends for it. Which is bad, so hope that they don't make their save.
Yeah, I don't see Slow as a spell with interesting or specialized uses, to be honest. It tends to be a "screw you" to your foes any time it's cast and not resisted. It is a BIG equalizer for multiple attack type enemies as it can drop the 4 attacks to one, which is huge. Overall, I agree with the above poster who says it's one of the nest debuffs available. Hurts the enemy in cutting their damage potential and makes them a lot easier TO damage, all in a single spell.
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.
A nice thing about Slow in comparison against Hypnotic Pattern, for instance, is the lack of sight requirement to cast. This can help a lot to avoid Counterspell and cast it in safe spots.
Hiding behind cover would be an example of a safe spot to cast Slow in order to have a greater chance of success as you suggested.
If within 60 foot range, Counterspell is much faster against Slow; disregarding the molasses Material & Verbal components for the expressed purpose of this example, if the person casting Counterspell can see the Somatic for the Slow spell to shut it down.
Casting Slow does have its advantages on the battlefield compared to Counterspell; Slow has twice the range of Counterspell and doesn't require the caster to actually see the target.
That’s not really a helpful tip as it is just a description of how the spell works.
I think that was their joke. It's a spell with a very straightforward use.
Yeah
"Anyone can smith at the cosmic anvil, yet only I can forge a weapon as good as thee."
My Homebrew Please click it, they have my family.
How to easily defeat a lich.
bc slow negates reactions so no shield or counterspell for them. AND they may have to take 2 turns to cast a spell.
But the wisdom save is kinda bad.
Indeed, just get burn there resistance, bane and then curse them, then slow. After that have the nearest martial beat them to death and badda bing! Owlbears your Uncle
"Anyone can smith at the cosmic anvil, yet only I can forge a weapon as good as thee."
My Homebrew Please click it, they have my family.
An expensive combo that I think is pretty cool is to multiclass into fighter for action surge, then cast Prismatic Wall in the air above your enemies. Designate that you and your allies take no damage from the wall. Then cast Reverse Gravity using Action Surge and watch your enemies get shredded. It's expensive using a 9th and 7th slot, but it burns legendary resistance so fast, and it even does damage if they succeed.