this post was submitted on 05 Feb 2024
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[–] bob_lemon@feddit.de 39 points 7 months ago (3 children)
  • Conjure animals
  • Counterspell
  • Leomund's Tiny Hut
  • Plant Growth
  • Revivify
  • Slow

Just to name a few

[–] I_Has_A_Hat@lemmy.world 27 points 7 months ago* (last edited 7 months ago) (5 children)

Leomund's Tiny Hut

I play Pathfinder, so this is a new one to me. Am I understanding this right? It's a bubble shield, with no weaknesses, that lasts 8 hours, that nothing can get inside (not even if it were covered in lava), but objects and characters can freely pass out of? So, does that mean people inside can use ranged attacks all they want, without anything being able to attack them? And this is a level three spell?!

Yea, that seems crazy broken.

Edit: Now I see why I haven't heard of it even though it's also in Pathfinder, it is WAY toned down in PF. DnDs version is insane.

[–] bob_lemon@feddit.de 17 points 7 months ago

It's also a ritual spell, so it does not even cost a spell slot of you have extra time, and wizards don't need to prepare spells to cast them as rituals.

It's basically "Yeah this is a safe camp spot for a long rest".

[–] porl@lemmy.world 12 points 7 months ago

I play Pathfinder

There are dozens of us!

[–] skulblaka@startrek.website 12 points 7 months ago

It's vulnerable to dispelling, and I'd argue anything else that Wall of Force is also vulnerable to, i.e. Disintegrate.

Still busted, but it's not immortal.

And yes, rules as written you can fire arrows through it so long as those arrows are inside the area of the Hut when you cast it.

[–] frezik@midwest.social 2 points 7 months ago* (last edited 7 months ago)

There's an argument that ghosts can pop up from underneath it. The exact wording is "around and above you"; it doesn't specify below.

I played a game once where this issue popped up, and the ultimate decision of the DM was that it does block from below as well. Which I think is a reasonable take of the intent of the spell, but a more rules lawyery DM could say otherwise.

[–] Anticorp@lemmy.world 19 points 7 months ago (1 children)

Counter spell has been the most valuable spell in my spell book by far. That spell literally turns the tide of battles.

What is the use for plant growth? I've seen it, but it always seemed underwhelming based on the description, so I've never used it. Especially since it can gimp your melee teammates as well as the enemies.

[–] bob_lemon@feddit.de 5 points 7 months ago (1 children)

Plant growth is very situational, but it can shut down melee enemies for several rounds while keeping them completely susceptible to ranged attacks.

[–] Anticorp@lemmy.world 3 points 7 months ago (2 children)

Don't they just bust out their crossbows while moving across the plant growth, or jump out of it?

[–] Khrux@ttrpg.network 3 points 7 months ago (1 children)

I feel that they can't just jump out of it, as that basically just nullifies the spell entirely, I generally imply the plants are actually grabbing people.

As for pulling out their crossbows, at level 5, enemies are already begining to move from humanoids with equipment to unique creatures. A wereboar or ettin for example doesn't have any RAW ranged weapons.

The spell is also absolutely amazing to pair with another Spellcaster with consistent AOE damage such as moonbeam or ideally sickening radiance or cloudkill. That's the real army killer as once the spell is up, you can take cover and let them be microwaved while they can't reasonably counter you.

[–] Anticorp@lemmy.world 3 points 7 months ago (1 children)

That sounds absolutely brutal if they can't leap out and you drop a cloudkill on them.

[–] Khrux@ttrpg.network 1 points 7 months ago (1 children)

You'll run into the same power with every spell that limits creatures movement, and I'd say for a 4th level spell, that movement limitation is about right.

[–] Anticorp@lemmy.world 2 points 7 months ago

I guess your success with such strategies is going to be heavily dependent on whether the enemies can leap out or not. Any reasonably intelligent creature with enough strength is going to jump right out. Having plant growth restrain them so they can't jump is the real power, plus how wide it is. Something like grease is good if they fail their athletics check, but otherwise they'll just leap out and its value is gone. Now it's a hindrance to everyone on the field, including your party.

[–] Hagdos@lemmy.world 1 points 7 months ago

Really depends. In the game I DM for some monsters have killed or almost killed themselves trying to get out of plant growth. A dumb creature like a troll would hurt itself. Even a smarter creature is now stuck and unable to come into melee range

[–] Khrux@ttrpg.network 4 points 7 months ago

Conjure animals may be mechanically powerful but it's impact on pacing and round time may as well deal psychic damage directly to the table.