Okay, let's skip straight to the chase. What are your favorite spells? This is including just in terms of functionality, flavor, just being chaotic and fun? Taking everything into account, what are your favorite spells? Personally, a personal favorite of mine is...
The reason I love Jim's Magic Missile is because of how amusing it is and the ridiculous 15 force damage it does on average, assuming all the missile hits. I just love those twisting, whistling, hypoallergenic, gluten free darts of magical force, and the royalty component is hilarious. What's your favorite spell?
But seriously, I guess I haven't really thought about it. I suppose it would probably be find familiar. I love having my little guy. Plus, there's the fact that it's an incredibly useful spell outside of combat (and pretty damn nice in combat too, especially if you go with the owl).
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Look at what you've done. You spoiled it. You have nobody to blame but yourself. Go sit and think about your actions.
Don't be mean. Rudeness is a vicious cycle, and it has to stop somewhere. Exceptions for things that are funny. Go to the current Competition of the Finest 'Brews! It's a cool place where cool people make cool things.
How I'm posting based on text formatting: Mod Hat Off - Mod Hat Also Off (I'm not a mod)
It is impossible for me to choose a preferred spell. It depends on many factors: Build, level, situation, setting, etc...
For example, I love the divination school, but many of their spells depend a lot on the DM you have. If your DM knows how to do it right, they are fantastic. If not, they are garbage.
If we're going for specific spells, for example, for a dungeon run, Arcane eye is fantastic. But in other campaigns it is practically useless. Augury is another spell that if your DM knows how to use well it's a lot of fun, but if your DM doesn't it's horrible.
Outside of divination school, Otto's irresistible dance are guaranteed laughs. But you do face a lot of bosses with charm immunity, and there are a lot of them, it's a waste.
The list of spells I like is endless. Shape Water is one of my favorite cantrips, but again you need a collaborative DM. Creation, a spell that can be very useful if you put a little creativity into it. Disguise Self, Major Image, Stone Shape, and a long etc... Impossible to choose just one as a favorite.
I'll skip past the super popular spells, who doesn't love stuff like Eldritch Blast, Fireball, etc. One spell that I REALLY enjoy is Enemies Abound. First off, I always like having a spell or two that forces an Intelligence save. And while it doesn't directly do damage, the chaos it creates it just so much fun. Plus, the 120ft range means you can toss it like a grenade into a group of enemies then sit back and watch the fun. It's like those poison darts in Assassin's Creed 2 that would make the target go berserk. Another one is Mind Sliver. Another Intelligence save, and while the damage isn't a lot the nerf to their next saving throw can make for some great combos.
Control Flames I abuse this spell for all its got. Whether stealth infiltration where the torches dim or go out, to lighting up the room with techno-rave RGB inspired massive light areas. It saves the day after you fireball a little too recklessly by snuffing out the burning debris... or spreading the fire further, if the mood strikes. Idk, its a simple cantrip but does a lot of cool stuff.
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I'm probably laughing.
It is apparently so hard to program Aberrant Mind and Clockwork Soul spell-swapping into dndbeyond they had to remake the game without it rather than implement it.
Look at what you've done. You spoiled it. You have nobody to blame but yourself. Go sit and think about your actions.
Don't be mean. Rudeness is a vicious cycle, and it has to stop somewhere. Exceptions for things that are funny. Go to the current Competition of the Finest 'Brews! It's a cool place where cool people make cool things.
How I'm posting based on text formatting: Mod Hat Off - Mod Hat Also Off (I'm not a mod)
Control Flames I abuse this spell for all its got. Whether stealth infiltration where the torches dim or go out, to lighting up the room with techno-rave RGB inspired massive light areas. It saves the day after you fireball a little too recklessly by snuffing out the burning debris... or spreading the fire further, if the mood strikes. Idk, its a simple cantrip but does a lot of cool stuff.
I really like Control Flames, the simple RP things you can do with it are a lot of fun. And I've been in more than one campaign that involved a town on fire, so being able to help put out the flames comes in really handy.
I always love using charm person. I might use it a little too much to get my way.
Guiding bolt is a great spell. It does good damage, and helps out the rogue (or any other character) on your team.
I know it is unpopular, but my shepherd's druid is having a lot of fun with conjure animals. I have killed several ice giants by summoning a horde of apes to attack them. I also once summoned a plesiosaur under a frozen lake that was being crossed by a tribe of evil barbarians. It can be difficult to use, but it is so fun to have an army of animals just waiting for your call.
I think conjure animals is way too helpful. Sure, the DM might give you rubbish (instead of 8 giant poisonous snakes, 8 riding horses) but when the DM doesn't it really pays off.
Also the average snake damage is assuming all of them hit. Having that many rolls makes it more likely you do some damage, but might mean you don't do all that damage.
Also the average snake damage is assuming all of them hit. Having that many rolls makes it more likely you do some damage, but might mean you don't do all that damage.
Actually, that average snake damage isn't assuming all of them hit, and I just realized it's less damage than it should be. I was using average 16 per hit and divide by two for hitting AC, and divide by two for poison save, but the bite itself also deals damage if the poison save succeeds.
its bonus action activation level 1 spell with small amount of damage.
my favorite part is how the conditional effect of fear gives disadvantage to the creatures check which it has to spend an action to try. The combination of these effects make it take a lot more effort and luck to get rid off. A lot of spell effects give “free” rolls to end the effect during or at the end of a creatures turn. This requires an action to be spent AND it’s an ability check with no proficiency added at disadvantage. So sticky once it lands.
not a lot of spells that make use of ability checks.
Okay, let's skip straight to the chase. What are your favorite spells? This is including just in terms of functionality, flavor, just being chaotic and fun? Taking everything into account, what are your favorite spells? Personally, a personal favorite of mine is...
Surprise! This spell!
The reason I love Jim's Magic Missile is because of how amusing it is and the ridiculous 15 force damage it does on average, assuming all the missile hits. I just love those twisting, whistling, hypoallergenic, gluten free darts of magical force, and the royalty component is hilarious. What's your favorite spell?
DMing:
Dragons of Stormwreck Isle
Playing:
None sadly.
Optimization Guides:
Literally Too Angry to Die - A Guide to Optimizing a Barbarian
Oh, this one is easy. Phantom st- *barfs*
But seriously, I guess I haven't really thought about it. I suppose it would probably be find familiar. I love having my little guy. Plus, there's the fact that it's an incredibly useful spell outside of combat (and pretty damn nice in combat too, especially if you go with the owl).
Look at what you've done. You spoiled it. You have nobody to blame but yourself. Go sit and think about your actions.
Don't be mean. Rudeness is a vicious cycle, and it has to stop somewhere. Exceptions for things that are funny.
Go to the current Competition of the Finest 'Brews! It's a cool place where cool people make cool things.
How I'm posting based on text formatting: Mod Hat Off - Mod Hat Also Off (I'm not a mod)
It is impossible for me to choose a preferred spell. It depends on many factors: Build, level, situation, setting, etc...
For example, I love the divination school, but many of their spells depend a lot on the DM you have. If your DM knows how to do it right, they are fantastic. If not, they are garbage.
If we're going for specific spells, for example, for a dungeon run, Arcane eye is fantastic. But in other campaigns it is practically useless. Augury is another spell that if your DM knows how to use well it's a lot of fun, but if your DM doesn't it's horrible.
Outside of divination school, Otto's irresistible dance are guaranteed laughs. But you do face a lot of bosses with charm immunity, and there are a lot of them, it's a waste.
The list of spells I like is endless. Shape Water is one of my favorite cantrips, but again you need a collaborative DM. Creation, a spell that can be very useful if you put a little creativity into it. Disguise Self, Major Image, Stone Shape, and a long etc... Impossible to choose just one as a favorite.
Prismatic Wall. When combined with Reverse Gravity, easily kill the final boss.
EDIT: But it is a pain to read.
I love Web spell. It’s simple, effective and powerful even at higher levels. For me it’s the signature control spell from Wizard class.
Oh, here's another one: Tiny Hut. Ritual and great for long rest. Awesome utility.
I'll skip past the super popular spells, who doesn't love stuff like Eldritch Blast, Fireball, etc. One spell that I REALLY enjoy is Enemies Abound. First off, I always like having a spell or two that forces an Intelligence save. And while it doesn't directly do damage, the chaos it creates it just so much fun. Plus, the 120ft range means you can toss it like a grenade into a group of enemies then sit back and watch the fun. It's like those poison darts in Assassin's Creed 2 that would make the target go berserk. Another one is Mind Sliver. Another Intelligence save, and while the damage isn't a lot the nerf to their next saving throw can make for some great combos.
Control Flames I abuse this spell for all its got. Whether stealth infiltration where the torches dim or go out, to lighting up the room with techno-rave RGB inspired massive light areas. It saves the day after you fireball a little too recklessly by snuffing out the burning debris... or spreading the fire further, if the mood strikes. Idk, its a simple cantrip but does a lot of cool stuff.
I'm probably laughing.
It is apparently so hard to program Aberrant Mind and Clockwork Soul spell-swapping into dndbeyond they had to remake the game without it rather than implement it.
Mm, Phantom Steed. Best spell 💯
Stop.
Look at what you've done. You spoiled it. You have nobody to blame but yourself. Go sit and think about your actions.
Don't be mean. Rudeness is a vicious cycle, and it has to stop somewhere. Exceptions for things that are funny.
Go to the current Competition of the Finest 'Brews! It's a cool place where cool people make cool things.
How I'm posting based on text formatting: Mod Hat Off - Mod Hat Also Off (I'm not a mod)
I really like Control Flames, the simple RP things you can do with it are a lot of fun. And I've been in more than one campaign that involved a town on fire, so being able to help put out the flames comes in really handy.
I always love using charm person. I might use it a little too much to get my way.
Guiding bolt is a great spell. It does good damage, and helps out the rogue (or any other character) on your team.
I know it is unpopular, but my shepherd's druid is having a lot of fun with conjure animals. I have killed several ice giants by summoning a horde of apes to attack them. I also once summoned a plesiosaur under a frozen lake that was being crossed by a tribe of evil barbarians. It can be difficult to use, but it is so fun to have an army of animals just waiting for your call.
I think conjure animals is way too helpful. Sure, the DM might give you rubbish (instead of 8 giant poisonous snakes, 8 riding horses) but when the DM doesn't it really pays off.
DMing:
Dragons of Stormwreck Isle
Playing:
None sadly.
Optimization Guides:
Literally Too Angry to Die - A Guide to Optimizing a Barbarian
My DM lets me pick what I summon.
Oh oh oh oouch! 8 giant poisonous snakes! 32 damage a round! (average)
DMing:
Dragons of Stormwreck Isle
Playing:
None sadly.
Optimization Guides:
Literally Too Angry to Die - A Guide to Optimizing a Barbarian
For some reason, Cloudkill does less damage on average (22.5) than those poisonous snakes. And it's 5th level and Conjure Animals is 3rd.
Well, cloudkill is AOE and the cloud can't die.
DMing:
Dragons of Stormwreck Isle
Playing:
None sadly.
Optimization Guides:
Literally Too Angry to Die - A Guide to Optimizing a Barbarian
Also the average snake damage is assuming all of them hit. Having that many rolls makes it more likely you do some damage, but might mean you don't do all that damage.
Actually, that average snake damage isn't assuming all of them hit, and I just realized it's less damage than it should be. I was using average 16 per hit and divide by two for hitting AC, and divide by two for poison save, but the bite itself also deals damage if the poison save succeeds.
DMing:
Dragons of Stormwreck Isle
Playing:
None sadly.
Optimization Guides:
Literally Too Angry to Die - A Guide to Optimizing a Barbarian
Wrathful smite
its bonus action activation level 1 spell with small amount of damage.
my favorite part is how the conditional effect of fear gives disadvantage to the creatures check which it has to spend an action to try. The combination of these effects make it take a lot more effort and luck to get rid off. A lot of spell effects give “free” rolls to end the effect during or at the end of a creatures turn. This requires an action to be spent AND it’s an ability check with no proficiency added at disadvantage. So sticky once it lands.
not a lot of spells that make use of ability checks.