In several of my games, the parties are finding themselves in combat where the space is restricted and it is more difficult to gain separation between enemies and comrades. So I am struggling to utilize area of effect spells. And spells that can cause an effect like fear usually results in the monsters just moving away from my character and focusing attacks on another party member. I want to be effective on the battlefield but at the same time not harm the members in my party.
Now I am questioning my spell selections and if I should consider dropping and looking into different options (i.e. single targeting spells only) or if there is a different approach I should be using when making decisions for actions. For example, should the party bunch up more or still try to distance ourselves? Or remind myself to take movement prior to casting the spell to account for its effects.
What class are you playing, and at what level? It helps to know what options you have for spells.
Anyways, remember that fear doesn't just restrict movement, but also gives disadvantage to the monster if they're within line of sight of you. It's useful for more than just control (although it's good for that, as well).
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)
Anything with a variant of "targets of your choice within range" would be your ideal type of spell. Alternatively, Evocation Wizards are able to cast Evocation spells like Fireball while eliminating their allies in the radus from being subjected to the explosion's effects.
Depends on the game, but I am playing Bard at level 9 and variants of Sorcerer between Levels 2 and 5.
For the Bard my go to spells in combat have been Hypnotic Pattern, Shatter, and Synaptic Static. And I have Cure Wounds and Healing Word for the party. I obviously don't want to hit Hypnotic Pattern on the party (especially if the baddies make their saves). Any recommendations for spells to consider?
I was wrong about using a spell fear. The spell my Sorcerer used was Dissonant Whispers which doesn't make the target frighten of me but just moves away in pain. That is on my for not understanding the spell. But I figure I need a spell like that in case a hostile positions itself so I am in its range. I should seek out something that does cause fear, thanks for that reminder.
Really. So that is different than the "Careful Spell" option for Metamagic. I believe that option only ensure the your party members save which would mean if my Sorcerer used a fireball then they would still take half damage. But the Evocation Wizard can eliminate the damage? That is good to know, thanks.
Depends on the game, but I am playing Bard at level 9 and variants of Sorcerer between Levels 2 and 5.
For the Bard my go to spells in combat have been Hypnotic Pattern, Shatter, and Synaptic Static. And I have Cure Wounds and Healing Word for the party. I obviously don't want to hit Hypnotic Pattern on the party (especially if the baddies make their saves). Any recommendations for spells to consider?
I was wrong about using a spell fear. The spell my Sorcerer used was Dissonant Whispers which doesn't make the target frighten of me but just moves away in pain. That is on my for not understanding the spell. But I figure I need a spell like that in case a hostile positions itself so I am in its range. I should seek out something that does cause fear, thanks for that reminder.
Slow <- often overlooked because it is the same save as Hypnotic Pattern and is a less powerful effect, but this baby allows you to select multiple targets so is perfect for tight spaces / crowded melees it also avoids immunity and resistance to charm, and there is no easy way to remove the effect if the monster has a lousy Wis save.
Scorching Ray <- not an AoE but can be used for multi-target or single-target as you wish, and has pretty good scaling compared to other spells.
Hold Person / Tasha's Mind Whip <- again not AoE but up cast to multiple targets and have powerful Crowd Control effects
Confusion <- smaller AoE can can disable or turn enemies against each other, also neither charm nor fear so no immunity!
Animate Objects <- You objects can target one or more creatures and with the option for a ton of tiny enemies you'll be making the enemy casters use AoEs on their friends to try to get rid of them.
Greater Invisibility <- Take your tankiest ally, put them in a doorway and cast this on them, then simply wait and watch as they chop down every enemy that tries to step through.
Gust of Wind <- turn those tight hallways into a wind tunnel and let your allies pick enemies off one-by-one.
Wither & Bloom <- AoE but you choose who is affected.
Web <- Fantastic for blocking narrow hallways or doorways.
Dragon's Breath <- Cast in on a familiar for extra power!
Work together with your party to figure out a strategy that allows everyone to shine. If that isn't possible, prepare different spells, or ask your DM if you can swap out some spells if you aren't a prepared caster.
Grease - Great in confined states when you have effective tanks in your party.
Enlarge - When there is more height than width to the in-door space, Enlarge lets your tank cover more area And do more damage. This also means an increased likelihood for getting opportunity attacks.
Tidal Wave - a small AoE that both damages and knocks enemies prone.
Watery Sphere - It's like a big hamster ball that swallows creatures Large or smaller preventing them from doing much of anything. Very good on spellcasters since most casters will fail the STR saving throw to get out and a lot of spells need a Verbal component which they can't use while inside the Sphere if they don't have a Swim speed.
Just like having different damage types have different targeting options (single target, AOE's).
Also, maybe take the Alert Feat. The +5 to initiative might get you higher on the initiative order so you can go first and avoid having to cast into a crowd including your party members.
I run into the same issues with my Druid. Some good spells on the list, but many have big AOE's like Sleet Storm
In several of my games, the parties are finding themselves in combat where the space is restricted and it is more difficult to gain separation between enemies and comrades. So I am struggling to utilize area of effect spells. And spells that can cause an effect like fear usually results in the monsters just moving away from my character and focusing attacks on another party member. I want to be effective on the battlefield but at the same time not harm the members in my party.
Now I am questioning my spell selections and if I should consider dropping and looking into different options (i.e. single targeting spells only) or if there is a different approach I should be using when making decisions for actions. For example, should the party bunch up more or still try to distance ourselves? Or remind myself to take movement prior to casting the spell to account for its effects.
Thank you for any suggestions. Cheers!
What class are you playing, and at what level? It helps to know what options you have for spells.
Anyways, remember that fear doesn't just restrict movement, but also gives disadvantage to the monster if they're within line of sight of you. It's useful for more than just control (although it's good for that, as well).
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)
Anything with a variant of "targets of your choice within range" would be your ideal type of spell. Alternatively, Evocation Wizards are able to cast Evocation spells like Fireball while eliminating their allies in the radus from being subjected to the explosion's effects.
Depends on the game, but I am playing Bard at level 9 and variants of Sorcerer between Levels 2 and 5.
For the Bard my go to spells in combat have been Hypnotic Pattern, Shatter, and Synaptic Static. And I have Cure Wounds and Healing Word for the party. I obviously don't want to hit Hypnotic Pattern on the party (especially if the baddies make their saves). Any recommendations for spells to consider?
I was wrong about using a spell fear. The spell my Sorcerer used was Dissonant Whispers which doesn't make the target frighten of me but just moves away in pain. That is on my for not understanding the spell. But I figure I need a spell like that in case a hostile positions itself so I am in its range. I should seek out something that does cause fear, thanks for that reminder.
Really. So that is different than the "Careful Spell" option for Metamagic. I believe that option only ensure the your party members save which would mean if my Sorcerer used a fireball then they would still take half damage. But the Evocation Wizard can eliminate the damage? That is good to know, thanks.
Slow <- often overlooked because it is the same save as Hypnotic Pattern and is a less powerful effect, but this baby allows you to select multiple targets so is perfect for tight spaces / crowded melees it also avoids immunity and resistance to charm, and there is no easy way to remove the effect if the monster has a lousy Wis save.
Scorching Ray <- not an AoE but can be used for multi-target or single-target as you wish, and has pretty good scaling compared to other spells.
Hold Person / Tasha's Mind Whip <- again not AoE but up cast to multiple targets and have powerful Crowd Control effects
Confusion <- smaller AoE can can disable or turn enemies against each other, also neither charm nor fear so no immunity!
Animate Objects <- You objects can target one or more creatures and with the option for a ton of tiny enemies you'll be making the enemy casters use AoEs on their friends to try to get rid of them.
Greater Invisibility <- Take your tankiest ally, put them in a doorway and cast this on them, then simply wait and watch as they chop down every enemy that tries to step through.
Gust of Wind <- turn those tight hallways into a wind tunnel and let your allies pick enemies off one-by-one.
Wither & Bloom <- AoE but you choose who is affected.
Web <- Fantastic for blocking narrow hallways or doorways.
Dragon's Breath <- Cast in on a familiar for extra power!
Work together with your party to figure out a strategy that allows everyone to shine. If that isn't possible, prepare different spells, or ask your DM if you can swap out some spells if you aren't a prepared caster.
[REDACTED]
Grease - Great in confined states when you have effective tanks in your party.
Enlarge - When there is more height than width to the in-door space, Enlarge lets your tank cover more area And do more damage. This also means an increased likelihood for getting opportunity attacks.
Tidal Wave - a small AoE that both damages and knocks enemies prone.
Watery Sphere - It's like a big hamster ball that swallows creatures Large or smaller preventing them from doing much of anything. Very good on spellcasters since most casters will fail the STR saving throw to get out and a lot of spells need a Verbal component which they can't use while inside the Sphere if they don't have a Swim speed.
Just like having different damage types have different targeting options (single target, AOE's).
Also, maybe take the Alert Feat. The +5 to initiative might get you higher on the initiative order so you can go first and avoid having to cast into a crowd including your party members.
I run into the same issues with my Druid. Some good spells on the list, but many have big AOE's like Sleet Storm
EZD6 by DM Scotty
https://www.drivethrurpg.com/en/product/397599/EZD6-Core-Rulebook?