![]() If all abilities were equal, there's just no way to make classes that get like ~5 abilities overall equal to ones that have their choice of a hundred. The arguments to the contrary mostly nitpick edgecases, concern poor play rather than weak classes, or are otherwise irrelevant it is an obvious fact that casters just get more stuff than non-casters and fill all roles in the party better than non-casters and there's no reason for non-casters to exist from an optimization perspective (except maybe as extremely late dips for Action Surge, Expertise, Cunning Action, Rage, Reckless Attack, or Wis-to-AC on Tier 4 when you already have 9th level spells). Really, this is not a topic that requires discussion. 200' movement in combat until you get hit means you'll automatically reach enemies you want or just superkite to the point that you can't be reached by superlong ranged enemies. ![]() More than that, especially since it can Dash too. You can ritualise on horseback so you can keep 4 ritualised at all times. I've played in games where scrolls and spell books were very sparse so that was almost ALL the spells the character had.ĭoes a level 7 wizard still compare well with 8 1st level spells, 4 second, 4 third and 2 fourth level spells? So a level 7 wizard will have a minimum of 18 spells - at most 2 from 4th level. In reality, they only have guaranteed access to 6 first level spells and 2 more from each level up. They are convenient utility abilities whose fundamental advantage is that the wizard just has to find spell scrolls for them since they can be cast as rituals and don't require spell slots.įinal point, the discussion about full casters at level 7 appears to assume that the wizard has access to whatever spells they want. VERY convenient if the party has to adventure underwater or even risk falling in water and not very useful otherwise. "Huge force multiplier"? I don't think so. (However, phantom steed has no food/maintenance requirements that normal horses would have - though most folks just gloss over any impact of those elements anyway)Ĭonvenient yes. So, they mostly provide a reasonably quick way to move a party of up to 5 people from place to place but it takes an hour to get started (not good for a fast getaway) and the wizard will be concentrating on casting rituals for the entire travel time. They disappear if they take any damage so they are less useful in combat once things like fireball become common. However, this also assumes that horse-like creature doesn't need to be loaded like a horse (so that the transfer time to a new horse is negligible) and that it will be able to function with the rider carrying a 100 pound pack with weight unevenly distributed. A new one can be ready for them when the first fades. This works since the first horse isn't created until the first spell completes after 11 minutes so the first horse has 16 minutes left to go on it once the 5 characters have horses. If the DM allows the wizard to cast the ritual while controlling and riding their horse then the wizard could spend 55 minutes casting the rituals for a party of 5 characters then start riding and create new horses to replace the ones used up. Casting time is 1 minute with a ritual casting time of 11 minutes. It is equivalent to a riding horse except faster with 100' of movement or 10 miles in an hour. If you're playing with a thorns abjurer for example, losing a level is costly because it decreases the size of your ward.I'm just curious how "phantom steed" can be a "huge force multipliers for your whole team". Not to mention that a lot of wizard class features scale off number of wizard levels, which creates an effect similar to that of a monk. At higher levels you have simulacrum, which is a truly excellent spell even if you can't use it all the time. 5th level for example does give you fireball and hypnotic pattern and such, but it also gives you access to rituals like phantom steed which are huge force multipliers for your whole team. High level spells are really good, and not just the ones you cast with slots in an adventuring day. But the real important thing here is spells known.
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