Do Any Bard Spells Require Focus?

Animal Friendship is a spell that is easier than proficiency in Animal Handling but requires concentration to be effective. Bards, unlike more offensive spellcasters, do not have the same armory of spells as other characters. They can only concentrate on one spell or ability at a time and must maintain their concentration for the duration of the spell. As long as the bard keeps up concentration (usually by avoiding being damaged), affected creatures don’t take actions, making the spell absolutely effective.

Bards suffer from a lot of concentration spells, but they also get a good number of weapon proficiencies. Their best spells are concentration spells, such as Dissonant Whispers, which involves whispering a discordant melody that only one creature of your choice within range can hear. To limit concentration combat spells, limit them to no more than half of your total combat spells and consider only ones that aren’t likely to be useful.

See Invisibility is a great way to handle invisible creatures with a 1-hour duration and no concentration requirement. Other spells include Dancing Lights, Evocation, Friends, Enchantment, and Friends.

In summary, bards are unique spellcasting classes in Dungeons and Dragons (5e) and have a vast repertoire of spells. However, it is essential to limit concentration combat spells to half of your total combat spells and consider only those that aren’t likely to be useful.


📹 Top 5 Bard Spells by Level: DnD Class Spells #2

A guide on which Bard spells to prepare at each tier of play in a Dungeons and Dragons game. Reasonable people can definitely …


Can bards use spell focus?

A bard is able to utilize any musical instrument as a spell focus, irrespective of its particular specialty. It should be noted, however, that JavaScript may be disabled or blocked by an extension, and that your browser does not support cookies.

What are bard spells based on?

Bard spells, a blend of Wizard and Cleric spells, focus on support spells, illusions, and enchantments. While they offer healing options like Cure Wounds and Healing Word, they lack the full range of non-hp healing options needed to replace a cleric spell. Their unique mix of spells offers powerful options, including cantrips, 1st-level spells, 2nd-level spells, 3rd-level spells, 4th-level spells, 5th-level spells, 6th-level spells, 7th-level spells, 8th-level spells, and 9th-level spells.

Can you have 2 concentration spells?

The casting of a spell that requires concentration can result in a loss of focus, as it is not possible to concentrate on two spells simultaneously.

What does a level 5 bard get?

The D and D 5E Free Basic Rules offer a limited selection of content, including races, subclasses, backgrounds, feats, items, monsters, spells, and more. Players can explore the Player’s Handbook, Dungeon Master’s Guide, and Monster Manual for more options. Hit points are awarded at 1st level with 8 + your Constitution modifier, and at higher levels with 1d8 or 5) + your Constitution modifier. Proficiencies are based on race or background, and players are proficient with certain items.

Can I cast a spell while concentrating?

It should be noted that concentration spells can be used to cast other spells; however, the casting of another concentration spell will result in the cancellation of the previous spell. It appears that a bug exists whereby the effect persists until the game is reloaded, which causes problems in Baldur’s Gate 3.

Do all spells need a focus?
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Do all spells need a focus?

A spell focus is a tool that a character must have at least one level of wizarding and the ability to cast arcane spells. First-level wizards begin with a focus, and most wizards do. Specialist wizards with the correct focus can cast spells from their chosen school at +1 caster level. To use a spell focus, a wizard must mentally attune themselves to it and mentally imbue spells into it. Crystalline formations appear inside the focus, tied to specific spell effects.

The total number of spell levels a focus can hold is tied to the wizard’s level. The focus’ owner knows how much storage remains within the focus at any given time. When a wizard actively channels magic to cast a spell, wild magic fills the focus’s formations before discharging it appropriately. Mentally linking with a new spell focus takes one day per caster level and requires deep concentration. A mentally linked wizard can prepare spells from the focus similarly to a spellbook.

Is polymorph a concentration spell?

Those who utilize the Polymorph Self spell must succeed on a concentration saving throw when taking damage; otherwise, they will revert to their normal state. It is not possible for them to cast other concentration spells or abilities that utilise concentration if their polymorphed form allows them to cast spells.

How do you know if a spell is concentration 5e?

Concentration spells are listed next to their duration in the D and D rulebook. Popular concentration spells include Invisibility, Fly, Haste, Faerie Fire, Bless, Spirit Guardians, and Hypnotic Pattern. In the 3. 5 edition, concentration was a skill that players could learn, but it was absent in the 4th edition. As of the 5th edition, concentration is a natural skill that characters naturally perform when casting concentration spells.

Do all spells require concentration?

Concentration is crucial for certain spells to maintain their magic active. If you lose concentration, the spell ends. The duration entry of a spell indicates how long you can concentrate on it. Normal activity, such as moving and attacking, doesn’t interfere with concentration. Factors that can break concentration include casting another spell that requires concentration, taking damage while concentrating, making a Constitution saving throw to maintain concentration, and being incapacitated or killed. Casting another spell requires a Constitution saving throw, which equals 10 or half the damage taken, whichever is higher. Damage from multiple sources requires a separate saving throw.

Can you wear a spell focus?

Although wearing gloves is a convenient alternative to holding them, it does not negate the necessity for manual interaction. JavaScript may be disabled or blocked by third-party extensions, such as those employed for the purpose of ad blocking, and the browser in question may lack the capacity to support cookies.

Are bard spells charisma based?
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Are bard spells charisma based?

Barrs employs spells that utilize the character trait of charisma, which influences the resistance and damage spell accuracy.


📹 Davvy’s D&D 5e Bard Spells Guide

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Do Any Bard Spells Require Focus?
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  • WotC: Hello Davvy Chappy, we see you put great effort in your article series about each classes’ complete spell list. We particularly liked the idea of weighing them based on the concept that certain classes can’t swap their known spell once learned! Really lovely. Now wouldn’t it be a shame if something were to happen to said Spellcasting feature…

  • I’d like to make a point for pyrotechnics: It specifies only that it must target an area of fire. It does not state a minimum and the maximum is 5ft. by 5ft. It is also non-concentration, meaning you can have as many effects from this spell present as you like. And of course, because of that first thing I mentioned… YOU CAN TURN A TORCH INTO A FLASHBANG

  • plant growth if bloody amazing. ever thought “it sure would be nice if this giant couldn’t get to me and not be able to smash my face in.” then take this spell. huge area of very hard retain quartering speed AND can stack with regular difficult terain. if you want to just fuck over an encounter by making non of the enemies be able to get to you in time use plant growth. also farmers will fucking love you.

  • Blindness/deafness, in an eberron campaign, we faced a flying dragon like creature that had no sight and used its hearing to locate us. Was told what it was but can’t remember. Our bard and our monk combined to one shot it. Monk ran at a flat cliff wall and as the “dragon” swooped in for the kill, bard cast deafness and it fails the save. It got confused and slammed head first into the cliff wall and died instantly.

  • So funny story about Otto’s Irresistible Dance: I was playing a game with me (bard), a rogue, and a few others don’t matter very much to the story. We went up against a creature that had 218 health and could teleport once per turn for free (probably homebrew). I casted Otto’s on it in the first round and because the dancing didn’t restrict it from teleporting, the DM didn’t make it save on its turns. Now here comes the rogue with a magic crossbow that does like an extra 2d4 damage or something (again, probably homebrew) and because she had advantage on every attack, she was just throwing out Sneak Attacks that were doing like 40 damage a round. With the added help of our warlock’s Eldritch Blasts, a few arrows from the fighter, and a brief wall of fire from yours truly, the thing was dead before it even took its third turn. So yeah, don’t underestimate Otto’s

  • Knock: 2 Davvy’s(?) Also, why is there not a bard spell called Power Ballet/Battle Ballet; Something that could pump up your team mates; Think like the power of the music causes them to move faster and when cast with a higher spell slot make there attacks stronger? idk about you but that sounds like a pretty awesome battle bard spell.

  • So my groups has put all of the recent features of the newer Revised class features UA into effect, meaning casters now have Spell Versatility. THANK GOD. This makes the bard i’m playing soooo much more fun! That 1 spell makes a huge difference. It makes me want to play a sorcerer now too. The only issue is that i can’t incorporate it into the Artificer. Maybe i can actually, but we will see.

  • So mending I actually had many good uses for. Example for one was our Rogue got a Nat 1 on an attack roll with his crossbow which luckily he was not far from me when the DM decided the best result would be for the crossbow to break. So when my turn came up I turned to the direction and asked the rogue if I could see what was broken, then I used mending on his crossbow fixing it and getting him back in the fight. Weapons break and so will other things like armor depending on how the DM decides to go about with critical hits and bad rolls.

  • After the part where you wrote a script for a non-bard spell, I decided to make a list of noticeable errors. 2:17 Anyone else see the flickering and bugging out? 4:44 Knock is heard but isn’t seen. 5:25 You talk about warding bond (which is not a bard spell), but display warding wind. 7:41 Honestly, just a slip of the tongue, you describe and show the correct spell, but I already started a list.

  • Artificer, as a arcane caster, can cast Cure Wounds spell. Davvy mentions bards were the only arcane casters to have cure wounds, which they were. But now that Artificers are here there are two arcane casters that can cast that spell. It’s easy to miss that detail so I don’t blame Davvy one bit for forgetting or missing it.

  • Wtf? Foresight is AMAZING. Advantage on everything pretty much for a full adventuring day without concentration, and disadvantage on attack rolls against you. Mass polymorph is only good for combat, true polymorph can be planned to be used, power word heal is ok but the cleric can take care of healing, power word kill is to unreliable imo, and psychic scream is meh. The only reason you should not use Foresight is if you need to use wish or true polymorph that day.

  • So, this is probably very presumptuous of me to say and it’s a long way off anyways, but when you get to the Wizard spells, please remember that Eldritch Knights and Arcane Tricksters share this spell list up to 4th level spells, so there is some reason for more melee oriented spells on the list for an otherwise very squishy class. Sorry, but one of things that I remember from the original school spells articles was that a lot of both the article and comment commentary had to do with if a character should be in melee while casting or not.

  • I love these! Have to say, Foresight took me off guard… a spell to make your Rogue or Paladin an even more nigh-invulnerable death monster who can’t miss all day anyday doesn’t seem super weak to me, at least to have as one of your Ninth-spells (being a Bard). I know it takes away your “do a big thing” slot, but it’s guaranteed to work for those eight hours and won’t be counterspelled with a lucky roll. It’s also not concentration, and isn’t visible to dispel-happy enemies unless they’re using Detect Magic in a high-level encounter like a dweeb. I haven’t played a Bard at high level, so I don’t know how well that works in practice, but it seems… really strong, and very difficult to counter.

  • Mending is useful in a “planning for failure” context. Theres very little worse than being a bard and popping a string on your harp mid dungeon and losing all your music and or somatic focus magic Longstrider lets you be pack mule without slowing the party down when trying to cart your loot home. Speak with animal is good for being a pseudo tracker. Cloud of Daggers. Area denial is always useful in narrow dungeon/castle hallways Locate animals/plants: if your dm is getting survivalist on you invest in this Nondetection: For Escort missions or “steal the bad guys thing but not break it” situations. Can also be used to smuggle magic weapons in for assasinations. Hallucinatory terrain: good for getting away from dumb goblin hoards or for dms Mordenkainen’s sword: one of the best dps spells ever. Lets you het in extra hits or do both attack and heal in the same turn

  • Thanks for reminding me why I love bards. I had forgotten, or maybe never fully realized. You get so caught up in fireballs and big sword swing that you forget the pure satisfaction of just being able to make that thing trying to kill you fall over laughing hysterically while you eat peanuts you pocketed at the last tavern you visited.

  • Im not sure you’er gonna see this BUT an important reminder: Eldritch Knight and Arcane Trickster both borrow spells from the Wizard spell list. Although they should probably not be covered in their own thing, it’s still good to MAYBE reference them in the Wizard one, or do a combined one for both those subclasses. (also warlock stuff can be a part of the Blood Hunter but that’s not a core class and as such I dont expect ya to think about)

  • Mirage Arcane is SO good! Picture this: You have to go kill a guy. The guy has barricaded himself in some building, ruins, a tower, something with defenses, whatever. You walk up to the building and ERASE THE BUILDING FROM EXISTENCE FOR 24 HOURS!!! Now the guy is just standing where the building used to be wondering what happened while you kill them dead. also power word stun is good in that it GUARANTEES they are stunned for at least one round, possibly longer. but there is no save on the initial casting, it just works.

  • I think you’ve underestimated the true utility of Mislead: as a scouting tool. Note that the spell doesn’t say anything about the illusory double needing to stay near you. It moves where you want, acts how you want (which may or may not include speaking, if the DM interprets “behave in whatever manner you choose” properly), and you can sense through its eyes and ears. The most OP application of Mislead is to cast it, park your invisible ass in a safe spot (preferably with the rest of the party nearby as guards), and focus entirely on scouting ahead for the one hour duration. You can get A LOT of scouting done in an hour. Yes, this is a pretty damn obvious way to scout. Your illusory double is right there for anyone to see. But Mislead says nothing about it being dispelled by being attacked or by disbelief. Even if the NPCs notice the double, they can’t do a damn thing about it if they don’t have 1) an anti-magic field or 2) a spellcaster who can cast Dispel Magic. Depending on how the DM rules it (since the spell doesn’t say), it might not even be stopped by walls or locked doors. In any event, Mislead provides a good source of intel about the layout and defenses of a dungeon. If the party attacks immediately after the spell ends, the enemy won’t have much time to modify said defenses in response to the spy they couldn’t kill. Nor can just anything be changed at the drop of a hat, like troop numbers or fixed traps. Plus, an illusory double is just really useful for messing with the heads of NPCs, or getting certain NPCs to talk when they otherwise never would (because they’d kill the PCs on sight if given the chance).

  • Tier list: Cantrips: 3 Davvy’s Davvy Meter: Mage Hand, Vicious mockery 2 Davvy’s Davvy Meter: Dancing lights, Friends, Light, Message Minor Illusion, Prestigitation, Thunderclap No one cares about 1 davvy meter Level 1: 3 Davvy’s Davvy Meter: Bane, charm person, cure wounds, detect magic, disguise self, Dissonant Whispers, Faerie Fire, Healing word, Heroism Identify, SLEEP, Tasha’s hideous laughter, 2 Davvy’s Davvy Meter: Animal Friendship, Comprehend Languages, feather fall, Illusory Script, Silent image, Thunderwave, Unseen SERVANT, Level 2: 3 Davvy’s Davvy Meter: Enhance ability, Heat Metal, hold person, Invisibility, Phantasmal force 2 Davvy’s Davvy Meter: Animal Messenger, Blindness/Deafness, Calm emotions, Crown of Madness, detect thoughts, Enthrall, lesser restoration, Magic Mouth, Shatter, Silence, SUGGESTION, Warding Wind, Zone of truth. Level 3: 3 Davvy’s Davvy Meter: Bestow Curse, Fear, Leomund’s Tiny Hut, sending, Speak with dead, 2 Davvy’s Davvy Meter: Clairvoyance, Dispel Magic, Enemies abound, Glyph of warding, Hypnotic pattern, Major Image, Stinking Cloud, Tongues Level 4: 3 Davvy’s Davvy Meter: Charm Monster, Dimension Door, Greater Invisibility, Polymorph 2 Davvy’s Davvy Meter: Compulsion, Confusion, Freedom of Movement, Locate Creature Level 5: 3 Davvy’s Davvy Meter: Geas, Hold Monster, mass cure wounds, mislead, raise Dead, 2 Davvy’s Davvy Meter: Animate Objects, awaken, dominate person, dream, Greater restoration, Legend Lore, modify memory, Scrine, Seeming, Synaptic Static Level 6: 3 Davvy’s Davvy Meter: mass sugestion, Otto’s irresistible dance 2 Davvy’s Davvy Meter: Guards and wards, Programmed Illusion, true seeing Level 7: 3 Davvy’s Davvy Meter: Etheralness, Mordenkainen’s magnificent mansion, 2 Davvy’s Davvy Meter: forcecage, mirage Arcane, Mordekainen’s sword, project image, regenerate, resurrection, Symbol, Teleport Level 8: 3 Davvy’s Davvy Meter: Dominate Monster, Feeblemind 2 Davvy’s Davvy Meter: Glipness?

  • I don’t get why everybody loves Hut so much. It covers a long rest, but that’s about it. That’s not a bad effect by any means, but it doesn’t seem like it would warrant as much praise as the spell gets. Also did my mans just give Foresight a 1? Advantage on everything and anything attacking you has disadvantage for a full 8 hours isn’t up to snuff for 9th level? It’s not as flashy as some of the others but it’s the best buff in the game. If you’re getting into more than one fight in a day this easily stands on the level with the other 9ths in terms of combat utility, and if you’re in an environment where you’ll be making a lot of skill checks it’s equally useful. Stealth is easy to get advantage on but for most other skills it doesn’t come as often. If it was only self-targeted I could maybe see this, but you can give it to anyone in the party. For a bard it’s probably the best spell to bring against a big bad, since if they resist True Polymorph that’s your 9th level down for, at best, a legendary resistance usage. Not the best 9th level in the game, but probably better than PW Heal (unless you’re the only healer in the party in which case that’s rough, buddy) and definitely better than PW Kill. It’s a 2. Honestly PW Kill is just a bad spell for players. By the time you’re slinging 9th level spells, doing 100 damage isn’t going to be that big a deal for the party and having to arbitrarily guess the numerical value of the enemy’s remaining health is a terrible gamble for your one 9th level slot.

  • I see you’re sleeping on Synaptic Static. {Sigh} IT’S NOT A DAMAGE SPELL. It’s a non-concentration debuff spell that happens to do damage. It’s also one of maybe 13 bard combat save spells that do not require concentration. My recommendation: “It’s like Bane, but better!” Also, It probably goes without saying, but psychic scream is a fight-ender for ANY creature who dumped intelligence, because they are stunned until they make an INT Save against a level 17 bard. By this point, with magic items such as the ones in Tasha’s or even the dmg, that INT save is likely a 21 or higher, meaning even a Nat 20 won’t save you from NON-CONCENTRATION stun. And this affect lasts until dispelled (DC 19 or 9th level slot per creature). Meaning if used on a PC, or many monsters, they could be catatonic for days.

  • True polymorph is the holy grail. Creature to creature, creature to object and all that jazz let’s you do god like things, i can CREATE AN FULLY GROWN HUMAN with the appearance of my choosing, who nobody will know exists, and trap him or her in my mighty fortress i got from magical secrets to perform horrid experiments on, or to simply have as a slave

  • I think you’re sleeping on pyrotechnics. The AoE blind is like Color Spray… Except it scales with your save DC so it doesn’t have the same feeling as the Sleep spell where it just kind of stops functioning later in the campaign. The fog is like fog cloud… But with no concentration. …And the fact that you get to have both of those effect in a single spell, on a bard, where you’ll know 10-15 spells top, is great for the same reasons Enhance Ability is great.

  • Pyrotechnics is actually FANTASTIC if you have a reliable source of flame. Yes, other spells can do the same thing, but pyrotechnics is one spell for the price of two, and its AOE/a lower level slot. Its super super effecient for what it is. Probably not the best spell for a bard but I could make it work.

  • Fun story about Leomund’s Tiny Hut. In a homebrew campaign a few years back, I was playing my infamous Goblin Bard named Badric. We had gotten to a sketchy town, and while the rest of the party paid money to stay in the least sketchy inn in town like chumps, I cast Leomund’s Tiny Hut in the alley behind some trash and slept there because Goblin. Also, I didn’t trust the townsfolk (which would later prove to be justified). BUT. The DM didn’t hear me say the bit about casting LTH. All he heard was that I was crashing in the alley behind some trash. So later that night he informs me that I wake up to being stabbed in the chest a la Prancing Pony style. When I asked how that was possible due to, y’know my spell, we realized he hadn’t heard me. But, the guy doing the stabbing was the top assassin of the bad guys, so it just made him seem like thay much more of a bad ads. So we rolled with it. So Badric woke up in the middle of the night with a fancy dagger in his chest, looked the guy in the eyes and called him a dick, then rolled over and went back to sleep. The next morning, the dagger was still there in his chest, so he pulled it out and showed it to the other party members. It became his favoured weapon. . . Also, we ended up allying with said assassin later. And every time I cast LTH, I make sure the DM knows. Lol

  • I’d give glyph of warding a 1.5 rating because it takes an hour to cast (so you cant use it in combat the same way you’d use fireball), it’s expensive (200 gp worth of incense and diamond dust) and whatever object you cast it on can’t move more than 10 ft from where the spell was cast without disabling the glyph. Its only real use is as a security system or for ambushes which means that the dm will get way more use out of it than the party

  • Synaptic static is so much more than fireball. Remember how much you liked bane? it is like a bane spell, that doesn’t require concentration, that targets more enemies, that also gets a fireball thrown on top, except the fireball deals psychic damage, so way fewer things are immune. The bard has a lot of great concentration spells, any spell that doesn’t require concentration is at a premium.

  • If you took counterspell as one of your magical secrets, then glibness turns you into a beast that can counter 9th-level spells with a 3rd-level slot. Also, I speak from experience when I say that foresight is the 9th-level spell when you are playing a melee caster like a bladelock or a sword bard, and if you cast it on a martial character, then that creature they are fighting is already dead.

  • I disagree with you on forsight. Its one of my favorite. Its the best 9thlevel spell out of combat. And if you have a rogue and your dm actually make sneak attack sometimes difficult to achieve then it is good in combat too. Especially if you meet a boss that makes you do saving throws, that rogue will have a good time. Highest lvl character ive played was a druid and we had a rogue scout in the party.

  • The main problem with spells like dominate monster is that most of the things you want to use it on at that level have good saves and legendary resistances, and it if they succeed their checks it does nothing. Force cage is pretty overpowered in comparison, since while it doesn’t paralysis them you still get all the benefit of preventing a monster from moving and not being able to punch you, and they don’t get a saving throw . Force cage just happens, no save, no check. Unless they can teleport they are, for certain, stuck. And even if they can teleport they have to make a charisma check to see if it works, and if they fail the spell fissiles. Oh and it extends into the astral sea so eternalness doesn’t work either. And to top it all off, it doesn’t require concentration.

  • I think you underestimate Find the Path. Most the time parties are at the mercy of the DM and their wits to get through a dungeon or find that mcguffin in a timely manner. Find the Path legit voids that, my players use it all the time and I’ve had to figure out how to keep making things interesting when they spam it.

  • Be me 17 lvl bard – Take True Polymorph – Adult Gold Dragons are CR 17 – nice.jpg – Cast it before going to sleep in some forest or some shit – Become the dragon – Change shape back to your usuall bardic self – Over 240 HP meatbag and depending on the DM all of your spells – It’s pernament after 1 hour of concentration Is it usefull at this lvl? Maybe? Is it cool? Hell Yeah! – Profit

  • TL;DR : You really gotta consider each spell’s usefulness as it pertains to your bard subclass and what role you’re trying to fill. So, the problem I’m having here is that in the same breath you say that bard’s can be anything, but also finish that thought by pigeon-holing them to fit an archetype. Which, as a bard-lover, I find really disappointing. Especially since, in your other articles, you’ve explained is one of your favorite classes! Bards and Warlocks are the most creative classes in DnD because two of the same of those two classes can meet and be 80% completely different characters. The sub classes and magic secrets, combined with multi-classing (a lot of casters in 5e are charisma based, so you can branch out in a lot of ways with the bard, bringing even more variety to your play style) allows for some really awesome character design that can be missed in 5e. I’m currently playing a sword college bard that has a level of divine sorc in him and he’s basically a friggin Jedi. I’ve found so much use out of Longstrider, it’s been pivotal to my character’s ability to be where he needs to be! He’s a halfling, first off, with Squat Nimbleness. So, that’s a base 30ft move, and then longstrider on top of that has allowed me to reposition for ranged attacks, move into allies range for cure wounds, or get to a fight and slash things up with my sword! To dismiss it so frivolously seems really short-sighted! The only more mobility I could get is either Fly or Misty step at level 10.

  • I disagree on Longstrider’s usefulness Its just meant as something to burn during travel in campaigns with more attention to travel times. Might shave off a day of travel if you have high enough spell slots for the whole party, or at the bare minimum, will let the Gnome keep up for an hour. Pretty useless low level (excluding the Gnome/Halfling scenario) but end game, if you don’t have a way to just teleport where you’re going, this could save you some time.

  • “Hey kids, would you like to waste a 7th level slot on a spell that does a little bit more damage than the Cleric’s 2nd level Spiritual Weapon but takes an Action to cast and eats up your Concentration? Then Mordenkainen’s Sword is the spell for you!” It’s not the worst spell in the game (Tenser’s Transformation) but it’s still hot garbage.

  • Davvy, I think that taking the time to work on the editing in the article could help. Though it wasn’t awful, there are a few bits where what’s on the screen doesn’t match what you’re saying. I personally would be fine waiting another hour or two for the article if it meant that the article would be that much better.

  • Spell: Can influence how an NPC behaves Davvy: AMAZING, 3/3, BEST SPELL IN THE LIST (someone being charmed doesn’t necessarily mean they’ll switch to your side in a fight, it just means they see you as a friend and wont hurt you. It doesn’t make them suddenly hate their former friends, though, so charm person is rarely useful as an in-combat spell)

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