Faerie Fire is another good one, many enemies don't have good DEX saves and giving every attack on a creature Adv is increasing the total party Damage Per Round by ~40%. Which can trivialize tough encounters.
By the time you're running into bosses with LR, characters tend to average well above the 60% hit chance that gives you a 40% dpr increase, and many of them have alternate ways of getting advantage.
Not as much as you think, and often it costs them actions / bonus actions to get Adv each turn which provides substantial limitations on what they can do. Only really Barbarian can get Adv for "free" (i.e. at the cost of doubling the enemy crit chance). Not to mention companions & summons which almost never have a way to get Adv. In my experience at high levels only really the Rogue and Barbarian will be getting Adv regularly - and the Rogue is usually using a BA to do so. The warlock might decide it is worth a spellslot and a full action to give themselves advantage but not that often TBH.
A lot of spells listed also have concentration, which if it doesn’t remove their action economy completely, could just be disrupted by attacking the spellcaster.
I like using Bane on enemies with Legendary Resistance. Lots of scary enemies are bad at Charisma saves, and if they let it go through, they are worse at making all their other saves.
Ideally you want a spell with multiple saving throws.
Most spells with multiple saves are also spells where you aren't going to spend legendary resistance to make a save.
So you're saying I got a chance?
Really, if you cast your highest level spell and they just accept the damage without using the legendary, that's a WIN. Especially you get them 4 times in 3 rounds for significant damage.
Really, if you cast your highest level spell and they just accept the damage without using the legendary, that's a WIN. Especially you get them 4 times in 3 rounds for significant damage.
Spells with multiple saves also don't tend to be that high damage per save. Yeah, it's worth spending an LR on disintegrate, that's 75 damage you aren't taking, but you mentioned illusory dragon, and spending an LR to reduce 25 damage to 12 is... not very likely.
The part of the "SpellFire Storm" spell I could seeing them burn the resistance one is the auto counter spell part more then the 4d10 (22 Radiant damage). To make it worst if they do pass it you can still try to counter spell them normally. It could realy hinder a caster but no so much a meele or one that does speacly attack as I think they just eat the 22 damage each round rather then spell lower it to 11.
Spellfire Storm
Source: Forgotten Realms - Heroes of Faerun
Level 4 Evocation (Sorcerer, Wizard) Casting Time: Action Range: 60 feet Components: V, S Duration: Concentration, up to 1 minute
You conjure a pillar of spellfire in a 20-foot-radius, 20-foot-high Cylinder centered on a point within range. The area of the Cylinder is Bright Light, and each creature in it when it appears makes a Constitution saving throw, taking 4d10 Radiant damage on a failed save or half as much damage on a successful one. A creature also makes this save when it enters the spell’s area for the first time on a turn or ends its turn there. A creature makes this save only once per turn.
In addition, whenever a creature in the Cylinder casts a spell, that creature makes a Constitution saving throw. On a failed save, the spell dissipates with no effect, and the action, Bonus Action, or Reaction used to cast it is wasted. If that spell was cast with a spell slot, the slot isn’t expended.
When you cast this spell, you can designate creatures to be unaffected by it.
Using a Higher-Level Spell Slot. The damage increases by 1d10 for every spell slot level above 4.
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I spell Goodly.
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Not as much as you think, and often it costs them actions / bonus actions to get Adv each turn which provides substantial limitations on what they can do. Only really Barbarian can get Adv for "free" (i.e. at the cost of doubling the enemy crit chance). Not to mention companions & summons which almost never have a way to get Adv. In my experience at high levels only really the Rogue and Barbarian will be getting Adv regularly - and the Rogue is usually using a BA to do so. The warlock might decide it is worth a spellslot and a full action to give themselves advantage but not that often TBH.
A lot of spells listed also have concentration, which if it doesn’t remove their action economy completely, could just be disrupted by attacking the spellcaster.
I like using Bane on enemies with Legendary Resistance. Lots of scary enemies are bad at Charisma saves, and if they let it go through, they are worse at making all their other saves.
So you're saying I got a chance?
Really, if you cast your highest level spell and they just accept the damage without using the legendary, that's a WIN. Especially you get them 4 times in 3 rounds for significant damage.
Spells with multiple saves also don't tend to be that high damage per save. Yeah, it's worth spending an LR on disintegrate, that's 75 damage you aren't taking, but you mentioned illusory dragon, and spending an LR to reduce 25 damage to 12 is... not very likely.
There is also a Frightened effect from the dragon, but there's a lot of factors that mean that's not reliable for forcing a LR.
The part of the "SpellFire Storm" spell I could seeing them burn the resistance one is the auto counter spell part more then the 4d10 (22 Radiant damage). To make it worst if they do pass it you can still try to counter spell them normally. It could realy hinder a caster but no so much a meele or one that does speacly attack as I think they just eat the 22 damage each round rather then spell lower it to 11.
Source: Forgotten Realms - Heroes of Faerun
Level 4 Evocation (Sorcerer, Wizard)
Casting Time: Action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute
You conjure a pillar of spellfire in a 20-foot-radius, 20-foot-high Cylinder centered on a point within range. The area of the Cylinder is Bright Light, and each creature in it when it appears makes a Constitution saving throw, taking 4d10 Radiant damage on a failed save or half as much damage on a successful one. A creature also makes this save when it enters the spell’s area for the first time on a turn or ends its turn there. A creature makes this save only once per turn.
In addition, whenever a creature in the Cylinder casts a spell, that creature makes a Constitution saving throw. On a failed save, the spell dissipates with no effect, and the action, Bonus Action, or Reaction used to cast it is wasted. If that spell was cast with a spell slot, the slot isn’t expended.
When you cast this spell, you can designate creatures to be unaffected by it.
Using a Higher-Level Spell Slot. The damage increases by 1d10 for every spell slot level above 4.
I spell Goodly.