Hi all,

Apologies if this is beating a dead horse, but in playing I've run into a few spells (two for certain) that are too clunky to use well due to them using up your Action for the turn for arguably weak effects.

Main offenders are Blade Ward (which is a forced choice for Wyll) and True Strike.

Neither are totally useless, but losing an entire turn's Action for their relatively minor benefits never really makes them a great option.

Spells like Hex are a Bonus activation cost, and are all the better for it.

True Strike would be fine if set to 1 turn Duration. A sort of "Forgive me sensei, but I'll have to go all out just this once!" You lose your Bonus each time you fire it.

Blade Ward could be changed to only last 1 turn, but this would still give you a good defensive option while letting you perform an Action while in melee. Again, you lose your Bonus each turn it's used.

As the spells currently are, there's little incentive to use these spells when instead going on the offensive can mitigate way more damage by killing an enemy. Bodies don't fight back.

I'm sure I've missed a few underperformers that could benefit from an activation cost tweak, if you guys have any thoughts.

Cheers!

Edit: Silly me was remembering older D&D where True Strike burned a spell slot... Fixed the post.

Last edited by SableShrike; 15/11/20 10:46 AM.