One reason I might hesitate on Vitriolic Sphere is because Fireball specifies it goes around corners where as the vitriolic sphere does not...that being said. There are quite a few instances where acid damage would come in really handy depending on how nice the DM is. Trapped in a cell/dungeon? Acid the walls/bars
There are definitley advantages and disadvantages to each but I wasnt lying when I said I have only seen it ever used once. I like the variety a lot and I may have a problem prefering riskier options than usual players haha. But yea those are all good call outs!
Spells like vitriolic sphere are more potent in the hands of hexblades. Anything that have multiple dmg procs benefit from consistent dmg bonuses like hexblade's curse.
I like that some of these work for setting up spell casters in your party, if they use Tasha's mind whip then they pick between movement, an action or bonus action especially good for the difficult Terrain one and the spell that makes them waste an action to get rid of the acid. Controlling action economy on a 2nd lvl spell that targets int saves is fantastic especially when comboed with things that hinder them further
Tasha's Mind whip is such a good spell! I talkin about it in like every other combo video because its so good to be used in tandem with other abilities
@@ThisCrits it really is, and with the gunner or crossbow expert feat it has the start of a fun sorcerer/bard multi class you quicken spell the mind whip than booming blade with a failed save they get no reaction so you can move away without opportunity attack . And they can either follow you and take the damage from the booming blade or make a ranged attack and if you go prone it is made with disadvantage you can also do sorcerer/ hex blade multi class or sorcerer/ swashbuckler multi class
Another point in Vitriolic Sphere’s favor is it doesn’t light the world around you on fire! I don’t know if Wind Walk qualifies for this but I don’t think it gets much attention. Imagine the effect this would have in a war? The ability to travel that fast and that stealthily is bAnAnAs. It also mitigates teleport risks traveling to unknown places. I really like this one.
@@ThisCrits heh, "burn them all" became a popular phrase for a reason, right? Point taken because I do understand the niche nature of Wind Walk, but I think it has uses in a stealthy approach to things as well. Sneaking into an enemy's lair is a lot easier if you can all be wind and all it takes is a little privacy and a minute to change to your more physical form.
One of my players uses Vitriolic Sphere a lot because in my games are a lot of demons. Also d4 are more estable un it's rolls so the damage is more constant and elemental adept work great whit smallerd dices
I gotta say I'm a bit disappointed with this video. No offense of course because it was a well made video. This is purely constructive criticism. All of the spells were combat spells. Combat is such a narrow part of the game and I feel like these spells honestly wont transform the game at all, they will simply make combat go a little bit differently, or shake things up for those who have been mindlessly using the same spells like fireball. I would have liked for you to cover spells that *actually* transform the entire game itself. Having a little bit different combat abilities wont transform your game. But having a spell like arcane eye, augury or disguise self *will* transform the game. Because it changes how your entire party approaches the game itself. These are just basic examples, but I was hoping to see a more macro analysis of spells that will actually transform the game in a meaningful way. All of these spells dont transform the game at all. Unless you would have TPK'ed without these spells, the result is the same: you win combat. And I dont think any of these spells are game changers that would make or break a combat so all in all, they do not transform the game at all.
Thats fair! I am personally a huge fan of spells like Augury and Legend Lore. I think I made a video about both a little while ago but the only problem with them is that if a DM isn't fully prepared for them it can catch them off guard and really underwhelming. That being said they can be super powerful for information gathering and story impact!
One reason I might hesitate on Vitriolic Sphere is because Fireball specifies it goes around corners where as the vitriolic sphere does not...that being said. There are quite a few instances where acid damage would come in really handy depending on how nice the DM is. Trapped in a cell/dungeon? Acid the walls/bars
There are definitley advantages and disadvantages to each but I wasnt lying when I said I have only seen it ever used once. I like the variety a lot and I may have a problem prefering riskier options than usual players haha. But yea those are all good call outs!
Vitriolic sphere is my signature. A Wizard's best friend to kill hordes of demons and devils (but don't try it on Yugoloths)
Spells like vitriolic sphere are more potent in the hands of hexblades. Anything that have multiple dmg procs benefit from consistent dmg bonuses like hexblade's curse.
A benefit of vitriolic sphere is it has 2 chances to break enemy concentration on a failed save
I didn't even think of that! Thats actuall a huge benefit lol
Hear me out: my pet spell is Galders Tower. Two-story tower anywhere. Casted enough times and it’s permanent.
Enjoy your new magical tower hahah
I like that some of these work for setting up spell casters in your party, if they use Tasha's mind whip then they pick between movement, an action or bonus action especially good for the difficult Terrain one and the spell that makes them waste an action to get rid of the acid. Controlling action economy on a 2nd lvl spell that targets int saves is fantastic especially when comboed with things that hinder them further
Tasha's Mind whip is such a good spell! I talkin about it in like every other combo video because its so good to be used in tandem with other abilities
@@ThisCrits it really is, and with the gunner or crossbow expert feat it has the start of a fun sorcerer/bard multi class you quicken spell the mind whip than booming blade with a failed save they get no reaction so you can move away without opportunity attack . And they can either follow you and take the damage from the booming blade or make a ranged attack and if you go prone it is made with disadvantage you can also do sorcerer/ hex blade multi class or sorcerer/ swashbuckler multi class
Another point in Vitriolic Sphere’s favor is it doesn’t light the world around you on fire!
I don’t know if Wind Walk qualifies for this but I don’t think it gets much attention. Imagine the effect this would have in a war? The ability to travel that fast and that stealthily is bAnAnAs. It also mitigates teleport risks traveling to unknown places. I really like this one.
Who knows, some people just want to see that world burn!
Wind walk is a cool spell but I feel like it struggles because it's use case is so niche.
@@ThisCrits heh, "burn them all" became a popular phrase for a reason, right?
Point taken because I do understand the niche nature of Wind Walk, but I think it has uses in a stealthy approach to things as well. Sneaking into an enemy's lair is a lot easier if you can all be wind and all it takes is a little privacy and a minute to change to your more physical form.
The numbers don't lie... but the dice do.
TRUUUEEEE
Honestly any spell that doesn’t require sight to cast is pretty underrated in my opinion
You aren't wrong! Those kinds of spells are pretty rare!
One of my players uses Vitriolic Sphere a lot because in my games are a lot of demons.
Also d4 are more estable un it's rolls so the damage is more constant and elemental adept work great whit smallerd dices
That would be pretty effective!!! But yea thats very true!
Good list
Always looking to learn something
Every video I make I learn something new about the game lol
Ashardalon and thunderclap won’t work together. Two leveled spells on the same turn
True! But thats why you do it on your turns after because it lasts a minute!
Great video! Love your presentation. I'd be interested to a video on spells that sound good, but in reality are less than ideal.
Thank you, I'm glad you enjoyed. I really like that idea! I can't promise it will be out soon but I can promise that I will be working on it!
@@ThisCrits Don't work on the video just for my sake! I'm just excited to see whatever you post!
@@orcishdad8075 I appreciate that! But I also genuinely liked that as a video idea!
I gotta say I'm a bit disappointed with this video. No offense of course because it was a well made video. This is purely constructive criticism. All of the spells were combat spells. Combat is such a narrow part of the game and I feel like these spells honestly wont transform the game at all, they will simply make combat go a little bit differently, or shake things up for those who have been mindlessly using the same spells like fireball. I would have liked for you to cover spells that *actually* transform the entire game itself. Having a little bit different combat abilities wont transform your game. But having a spell like arcane eye, augury or disguise self *will* transform the game. Because it changes how your entire party approaches the game itself. These are just basic examples, but I was hoping to see a more macro analysis of spells that will actually transform the game in a meaningful way. All of these spells dont transform the game at all. Unless you would have TPK'ed without these spells, the result is the same: you win combat. And I dont think any of these spells are game changers that would make or break a combat so all in all, they do not transform the game at all.
Thats fair! I am personally a huge fan of spells like Augury and Legend Lore. I think I made a video about both a little while ago but the only problem with them is that if a DM isn't fully prepared for them it can catch them off guard and really underwhelming. That being said they can be super powerful for information gathering and story impact!