Forgot to share a spell combo: "Watery Guardian" As usual this combo can be done by a single player. it just requires action surge: 1st cast guardian of faith near the enemy. then cast watery sphere on the enemy. if the enemy makes the save, they are ejected from the watery sphere area. movement within the guardian of faith area will force them to take dmg, save for half. if the enemy fails the save they are restrained. on your next turn, you can move the watery sphere around the guardian of faith area to force them to take guardian of faith dmg with disadvantage on the dex save due to being restrained.
@@ThisCrits for funsies, have your unseen servant drop oil on the ground anywhere in the guardian of faith area and light it on fire with a tinderbox. then if you have restrained your enemy, you can command the watery sphere to float over the bonfire and boil yourself an enemy stew (taking 5 fire dmg when they enter and 5 fire dmg if they end their turn there because they can't escape the restrained condition).
Accused Static, since they are all Bard spells, can be combined with the College of Eloquence's Unsettling Words to subtract an additional d10 from the initial saving throw to make sure it goes off.
Wow, now that my Druid is Level 9, gonna have to try that Wrath of Nature/Plant Growth Combo! I have used Plant Growth and Conjure Animals (Giant Owls - DM lets us choose) to wreak havoc on the enemy.
Spell Combos time! Yey! 1. I like this but only for moon druids. i don't think it makes sense for any of the other druids. i'd personally replace bless with a non-spell like emboldening bond or warcaster so the druid can do this himself (perhaps with an action surge to setup everything by round 1). I like guardian of nature as well. i think though it has more use on a swords bard riding on a find greater steed. 2. RAW you only have one action to break out of 1 grapple. 2 if you action surge. multiple grapplers means you never escape really. this is very powerful with the only limiters being it deals poison dmg and doesn't work on huge+. 3. Ah wrath of nature. the dm's bane. not exactly because it's a powerful spell but because it forces the dm to spend so much time making maps so detailed (you have to indicate where each tree and rock is). personally, i like the entangle + plant growth combo better as it's more elegant in that it allows you to plant growth anywhere. fyi though difficult terrain + plant growth is additive not multiplicative as per the rules. which means it's not 8 ft per 1 ft but 5 ft per 1 ft. interlude: what happened to your clone's mustache?! blasphemy! 4. great combo but yeah would require a chronurgist or needs 2 players. 5. hahaha. we were just talking about bane vs. synaptic static recently. this combo is great on a support unit with alot of caster allies. on a divine sorc who can create multiple 5th level slots, there's a 3rd spell that can be added to the mix: 5th level bestow curse. no concen and you can penalize a particular save even further like int so that they never get out of synaptic static's effect or make them waste their action.
I would argue it’s multiplicative since you need 4ft to satisfy 1 foot of the difficult terrain (which you need 2ft for) then you need another 4ft to get the second foot for difficult terrain allowing one foot of movement
Whats up Rob! 1. The combo is definitley ideal for moon druids but I still think it can get some usage out of other subclasses! I honestly believe Emboldening Bond is honestly one of the most busted features in the game lol its soo good but yea you are right would definitley funtion the same! I use Guardian of Nature in sub optimal scenratios because I love it so much lol 2. Thats a good point I didn't actually consider that. I suppose with that rule in play the entire combo seems a bit "at the will of the DM". The way I understood it was people could be "Grappled" multiple times but I never considered the action that it takes to break out of a grapple. I suppose it would mean its impossible to break out of 2 grapples in 1 round. Of course, its all at the mercy of the DM lol. 3. Definitley a difficult spell for DMs lol but yea I agree with plant growth and entangle but I wanted more excitement and angry rocks in my combo! This is something that I have gone back and forth on a lot because Difficult terrain says "you move at half speed" which insinutates half your movement speed, and then also says 2 ft cost 1 ft. I debate this because nearly every other spell gives difficult terrain but only Plant growth gives a 4 for 1 reduction. Verbiage is kind of funky so I understand either ruling lol. 4. Most combos do require 2 casters unfortunatley =[ 5. Yea, I was writing this video while we were talking about it!
@@ThisCrits Hey Lee! 1. the great version of guardian nature i think can lend itself to a decent melee control build in combination with plant growth which of course should be doable with any of the other subclasses. guardian of nature can lead to a funny visual with a shifter wild-shaped druid who's also a beast barbarian and has cast guardian of nature before they wild-shaped. 2. yup it's impossible if you're using the escape action. is it possible to break out of 10 grapples in one round? yes. you just either have to be force moved, teleported or find a way to incapacitate the grapplers all at the same time. 3. angry rocks vs. angry birds! actually there are other spells that are similar to plant growth in language. they are just all concen spells and that's why they get ignored. gust of wind and wall of sand for example. as for difficult terrain + plant growth, i can see why you and brody are reading it that way. i'd personally rule it as such as well however as i told brody, a quick google search and scouring of the forums shows that most read it as additive like 1+4 extra feet to move 1 ft. that's why i'd rather err on the conservative side here. 4. and this is why i love action surge. it removes the 2nd caster out of the situation for some combos. but yes comboing 2 concen spells sadly requires 2 casters or chronurgists.
The one two casters did on my table against a nonflyer boss was wall of thorns and plant growth/spikegrowth, followed by telekinesis and the pushing eldritch blast. Worstly, it was on a 10ft deep pitt The boss needed 40ft to move 5ft, and they just keep moving him around in the spiky walls and terrain, no save, and he cant even aim them from inside the walls (they just take high ground on their turn, aim him on spells and go out of his sight at the end of their turn)
Guardian of Nature and Bless are both concentration spells, a single druid couldn't cast both. Sorry if this has already been mentioned in comments, I didn't read them all
my favorite combo, and this one is nasty, force cage since there is absolutely no save for it and requires no concentration and lasts an hour. total time out box. once you cast it as a cage instead of a box that will give cover. once trapped use, heat metal, sickening radiance, cloud kill, dark star, or any spells that has an area of affect and a duration time then just kick back and wait. heat metal cast at level 5 for one min = 200 damage easy cloud kill lasts ten min= totally screwed lol sickening radiance last ten min = massive sunburn dark star = nothing left but dust >=)
this is a great combo but too high level. some flaws as well: 1. heat metal- requires metal. lots of monsters don't have metal. 2. cloud kill- deals poison. lots of monsters immune to poison. 3. sickening radiance- this is the classic and thus the best pick.\ 4. dark star- this is another good pick if you want to disintegrate the target and prevent sight based teleportation but is too high level.
I think my personal favorite is: Fabricate + Druidcraft + Plant Growth Any Bard can do this via Magical Secrets, starting at PC level 10. All you need is a plot of farmland, some planting seeds, and some mules and carts to haul stuff off with. 1. Plant the planting seeds, then use Druidcraft to sprout the seeds in the ground. 2. Next, cast Plant Growth, and choose the 8 hour option for the affected area. 3. Finally, cast Fabricate on the affected farming field area, and turn the harvestable plants into the final product that you're looking to sell. Wheat and Flax Seeds in common examples here. 4. Use the mules and carts to ship the final product into town, and sell it out on the open market, as per the rules in Chapter 5 of the PHB. 5. Get more planting seeds to plant, while you're in town, and then go back to step 1 and repeat the process until you're filthy rich. ------------------------------------------------------- You can build an agricultural empire with this trick. And in theory, one could even topple rival kingdoms by flooding their economy with their most prized export good(s), and with the help of naval blockcades and naval embargos, you'll thereby choke a nation off financially by depressing the value of their most prized export(s).
I love this idea! There are so few campaigns that actually get a chance for the players to pull something like this off. I am definitley a culprit of the "GO GO GO" mentality where my players jump from plot to plot with little down time. But being able to have the freedom to pull something like this off is why I love D&D. I need to do better!
@@ThisCrits, here's another spell combo that, if allowed by the DM, could have insane implications. I call this one: "Shang Tsung's Revenge". The combo is Nystul's Magic Aura and Gaseous Form. Best of all, this can be done by a single Wizard of 5th level or higher. Here's the setup: 1. Cast Nystul's Magic Aura, choosing the following choices... For Aura: Choose Non-Magical. For Mask: Choose Mist creature. This is to ensure that, when other spellcasters attempt to cast divination spells to detect you, while under the effect of Gaseous Form, you won't be visible. 2. Repeat this process for 30 days, choosing the same modes each time, thereby making this effect permanent. 3. Then, when you want to, cast Gaseous Form to turn into a mist. ------------------------------------------------------- While under the effects of Gaseous Form, you'll be able to pass by defenses undetected (for the most part). Usually, only enemies with Truesight will be able to see through this maneuver. Defensively, at low levels, this will allow the player to engage in recon on enemy encampments, in a manner that's near-undetectable. Offensively, if your DM allows it, depending on their interpretation of Gaseous Form, this can also allow you to physically enter the body of an unknowing humanoid, provided they can breathe normally through some manner. If this is allowed by your DM, then once you're inside the lungs of your opponent, you can drop concentration on Gaseous Form (with no action economy required). This will cause one of two things to happen, depending on your DM... A. You'll be shunted to the nearest space, with little to no effect happening, or B. You'll physically explode their lungs, and most likely the body you were inhabiting (probably while taking some force damage in the process for performing this trick), thereby killing your target instantly, depending on how big/tall the PC is before magical alterations. Not all DM's will allow this as this can one-shot low level BBEG's.
@@simondiamond9628 Hahahah I like where your head is at but I would never allows an insta kill mechanic like that. BUT, I reallly like everything else about this hahaha. A lot of people forget that recon can be a big of part of D&D and this can definitly fill that role.
@@simondiamond9628 this would definitely require alot of DM fiat since it's unsupported by the rules. to clarify: 1. gaseous form doesn't change your type. 2. mist creature is not a valid creature type among the 14 possible in 5e. 3. the whole exploding an enemy from within has been shutdown by the devs themselves in the destroy water example.
@@ThisCrits aside from being unsupported by the rules, this is also too much work. a druid can simply wildshape into a spider or whatever inconspicuous insect and do the exact same thing without having to do anything for 30 days. i don't mind allowing insta-kill mechanics as long as they are RAW. this isn't.
I was trying to imply the druid casts guardian of nature and wild shapres and then another person casts bless. Sorry if that wasn't clear lol. Making combos is very difficult without having 2 casters because of concentration.
Most "good" combos require 2 casters because of concentration requirements but theres still 2 in here that don't! A lot of my earlier combo videos had less concentration requirements but fair warning, they are definitley not as well edited.
@@ThisCrits this is why when i come up with spell combos i try to avoid having 2 concen spells. it's hard to execute when you can't be sure if the other players at the table will pick up part 2 of the combo spell or let alone be a caster.
Death by Mail: Cast glyph of warding on the inside of 10 envelopes, then when you want to murder, cast animate objects on those envelopes and have them all fly to your target, and give them the order to open. Once opened the glyphs all activate at the same time, surrounded your target with 10 separate needed con saved, and 10 separate explosions worth 5d8 damage. For 50D8 total damage with this combo.
I soooooo badly wish this actually worked but i'm pretty sure that the object with the glyph can't move from its location. But I like where your head is at hahahah
The spell specifically says it can be placed inside an object like a scroll, book, or chest. The way we ruled it in this case, is that nobody was moving the rune, but the envelope was moving itself so it wouldn't trigger prematurely. Side note: You can also use Fabricate to Ikea up an object and then use animate objects to bring it to life.
@@firemaster1432Lee is right here. it has been clarified by the devs that glyphs of warding can't move from their point of space where they were created. this is why the only combos that work with glyph of warding are the ones where extradimensional space is available such as demiplane, bag of holding or genie's vessel. so the fact that the envelope moved itself triggers it because the glyph isn't in it's original location.
Guardian of Nature and Bless are both concentration spells, a single druid couldn't cast both. Sorry if this has already been mentioned in comments, I didn't read them all
Yea, a couple of combos have this issue. Generally speaking I assume at least 1 person in a party will always have bless. Restricting a combo video to a single caster makes it significantly harder as concentration spells make it near impossible lol Althought, that might be a good video idea!
Forgot to share a spell combo:
"Watery Guardian"
As usual this combo can be done by a single player. it just requires action surge:
1st cast guardian of faith near the enemy. then cast watery sphere on the enemy. if the enemy makes the save, they are ejected from the watery sphere area. movement within the guardian of faith area will force them to take dmg, save for half. if the enemy fails the save they are restrained. on your next turn, you can move the watery sphere around the guardian of faith area to force them to take guardian of faith dmg with disadvantage on the dex save due to being restrained.
Thats a really fun Idea I like that hahahaa I wrote it down for my next one!
@@ThisCrits for funsies, have your unseen servant drop oil on the ground anywhere in the guardian of faith area and light it on fire with a tinderbox.
then if you have restrained your enemy, you can command the watery sphere to float over the bonfire and boil yourself an enemy stew (taking 5 fire dmg when they enter and 5 fire dmg if they end their turn there because they can't escape the restrained condition).
Accused Static, since they are all Bard spells, can be combined with the College of Eloquence's Unsettling Words to subtract an additional d10 from the initial saving throw to make sure it goes off.
I really like that! Didn't even think of it!
Wow, now that my Druid is Level 9, gonna have to try that Wrath of Nature/Plant Growth Combo! I have used Plant Growth and Conjure Animals (Giant Owls - DM lets us choose) to wreak havoc on the enemy.
Hahaha appologize to your DM for me!
Spell Combos time! Yey!
1. I like this but only for moon druids. i don't think it makes sense for any of the other druids. i'd personally replace bless with a non-spell like emboldening bond or warcaster so the druid can do this himself (perhaps with an action surge to setup everything by round 1).
I like guardian of nature as well. i think though it has more use on a swords bard riding on a find greater steed.
2. RAW you only have one action to break out of 1 grapple. 2 if you action surge. multiple grapplers means you never escape really. this is very powerful with the only limiters being it deals poison dmg and doesn't work on huge+.
3. Ah wrath of nature. the dm's bane. not exactly because it's a powerful spell but because it forces the dm to spend so much time making maps so detailed (you have to indicate where each tree and rock is).
personally, i like the entangle + plant growth combo better as it's more elegant in that it allows you to plant growth anywhere.
fyi though difficult terrain + plant growth is additive not multiplicative as per the rules. which means it's not 8 ft per 1 ft but 5 ft per 1 ft.
interlude: what happened to your clone's mustache?! blasphemy!
4. great combo but yeah would require a chronurgist or needs 2 players.
5. hahaha. we were just talking about bane vs. synaptic static recently. this combo is great on a support unit with alot of caster allies. on a divine sorc who can create multiple 5th level slots, there's a 3rd spell that can be added to the mix: 5th level bestow curse. no concen and you can penalize a particular save even further like int so that they never get out of synaptic static's effect or make them waste their action.
I would argue it’s multiplicative since you need 4ft to satisfy 1 foot of the difficult terrain (which you need 2ft for) then you need another 4ft to get the second foot for difficult terrain allowing one foot of movement
Whats up Rob!
1. The combo is definitley ideal for moon druids but I still think it can get some usage out of other subclasses! I honestly believe Emboldening Bond is honestly one of the most busted features in the game lol its soo good but yea you are right would definitley funtion the same!
I use Guardian of Nature in sub optimal scenratios because I love it so much lol
2. Thats a good point I didn't actually consider that. I suppose with that rule in play the entire combo seems a bit "at the will of the DM". The way I understood it was people could be "Grappled" multiple times but I never considered the action that it takes to break out of a grapple. I suppose it would mean its impossible to break out of 2 grapples in 1 round. Of course, its all at the mercy of the DM lol.
3. Definitley a difficult spell for DMs lol but yea I agree with plant growth and entangle but I wanted more excitement and angry rocks in my combo!
This is something that I have gone back and forth on a lot because Difficult terrain says "you move at half speed" which insinutates half your movement speed, and then also says 2 ft cost 1 ft. I debate this because nearly every other spell gives difficult terrain but only Plant growth gives a 4 for 1 reduction. Verbiage is kind of funky so I understand either ruling lol.
4. Most combos do require 2 casters unfortunatley =[
5. Yea, I was writing this video while we were talking about it!
@@ThisCrits Hey Lee!
1. the great version of guardian nature i think can lend itself to a decent melee control build in combination with plant growth which of course should be doable with any of the other subclasses.
guardian of nature can lead to a funny visual with a shifter wild-shaped druid who's also a beast barbarian and has cast guardian of nature before they wild-shaped.
2. yup it's impossible if you're using the escape action. is it possible to break out of 10 grapples in one round? yes. you just either have to be force moved, teleported or find a way to incapacitate the grapplers all at the same time.
3. angry rocks vs. angry birds!
actually there are other spells that are similar to plant growth in language. they are just all concen spells and that's why they get ignored. gust of wind and wall of sand for example.
as for difficult terrain + plant growth, i can see why you and brody are reading it that way. i'd personally rule it as such as well however as i told brody, a quick google search and scouring of the forums shows that most read it as additive like 1+4 extra feet to move 1 ft. that's why i'd rather err on the conservative side here.
4. and this is why i love action surge. it removes the 2nd caster out of the situation for some combos. but yes comboing 2 concen spells sadly requires 2 casters or chronurgists.
The one two casters did on my table against a nonflyer boss was wall of thorns and plant growth/spikegrowth, followed by telekinesis and the pushing eldritch blast. Worstly, it was on a 10ft deep pitt The boss needed 40ft to move 5ft, and they just keep moving him around in the spiky walls and terrain, no save, and he cant even aim them from inside the walls (they just take high ground on their turn, aim him on spells and go out of his sight at the end of their turn)
Yikessssss and that is why I love these combos haha
I like these ideas
Especially the necromancer spells
Oh, you're one of "those" kinds of players hahaha
@@ThisCrits actually I’m the DM
@@RIVERSRPGChannel Hahah Appologize to your players for me!
Guardian of Nature and Bless are both concentration spells, a single druid couldn't cast both. Sorry if this has already been mentioned in comments, I didn't read them all
It has but no worries hahah Its good to call out!
my favorite combo, and this one is nasty, force cage since there is absolutely no save for it and requires no concentration and lasts an hour. total time out box. once you cast it as a cage instead of a box that will give cover. once trapped use, heat metal, sickening radiance, cloud kill, dark star, or any spells that has an area of affect and a duration time then just kick back and wait.
heat metal cast at level 5 for one min = 200 damage easy
cloud kill lasts ten min= totally screwed lol
sickening radiance last ten min = massive sunburn
dark star = nothing left but dust >=)
Thats a classic! I think in one of my original combo videos I brought up that combo but it can gaurentee anyone who cant dispel or TP.
this is a great combo but too high level. some flaws as well:
1. heat metal- requires metal. lots of monsters don't have metal.
2. cloud kill- deals poison. lots of monsters immune to poison.
3. sickening radiance- this is the classic and thus the best pick.\
4. dark star- this is another good pick if you want to disintegrate the target and prevent sight based teleportation but is too high level.
I think my personal favorite is:
Fabricate + Druidcraft + Plant Growth
Any Bard can do this via Magical Secrets, starting at PC level 10. All you need is a plot of farmland, some planting seeds, and some mules and carts to haul stuff off with.
1. Plant the planting seeds, then use Druidcraft to sprout the seeds in the ground.
2. Next, cast Plant Growth, and choose the 8 hour option for the affected area.
3. Finally, cast Fabricate on the affected farming field area, and turn the harvestable plants into the final product that you're looking to sell.
Wheat and Flax Seeds in common examples here.
4. Use the mules and carts to ship the final product into town, and sell it out on the open market, as per the rules in Chapter 5 of the PHB.
5. Get more planting seeds to plant, while you're in town, and then go back to step 1 and repeat the process until you're filthy rich.
-------------------------------------------------------
You can build an agricultural empire with this trick. And in theory, one could even topple rival kingdoms by flooding their economy with their most prized export good(s), and with the help of naval blockcades and naval embargos, you'll thereby choke a nation off financially by depressing the value of their most prized export(s).
I love this idea! There are so few campaigns that actually get a chance for the players to pull something like this off.
I am definitley a culprit of the "GO GO GO" mentality where my players jump from plot to plot with little down time. But being able to have the freedom to pull something like this off is why I love D&D. I need to do better!
@@ThisCrits, here's another spell combo that, if allowed by the DM, could have insane implications.
I call this one: "Shang Tsung's Revenge".
The combo is Nystul's Magic Aura and Gaseous Form. Best of all, this can be done by a single Wizard of 5th level or higher.
Here's the setup:
1. Cast Nystul's Magic Aura, choosing the following choices...
For Aura: Choose Non-Magical.
For Mask: Choose Mist creature.
This is to ensure that, when other spellcasters attempt to cast divination spells to detect you, while under the effect of Gaseous Form, you won't be visible.
2. Repeat this process for 30 days, choosing the same modes each time, thereby making this effect permanent.
3. Then, when you want to, cast Gaseous Form to turn into a mist.
-------------------------------------------------------
While under the effects of Gaseous Form, you'll be able to pass by defenses undetected (for the most part). Usually, only enemies with Truesight will be able to see through this maneuver.
Defensively, at low levels, this will allow the player to engage in recon on enemy encampments, in a manner that's near-undetectable.
Offensively, if your DM allows it, depending on their interpretation of Gaseous Form, this can also allow you to physically enter the body of an unknowing humanoid, provided they can breathe normally through some manner. If this is allowed by your DM, then once you're inside the lungs of your opponent, you can drop concentration on Gaseous Form (with no action economy required). This will cause one of two things to happen, depending on your DM...
A. You'll be shunted to the nearest space, with little to no effect happening, or
B. You'll physically explode their lungs, and most likely the body you were inhabiting (probably while taking some force damage in the process for performing this trick), thereby killing your target instantly, depending on how big/tall the PC is before magical alterations.
Not all DM's will allow this as this can one-shot low level BBEG's.
@@simondiamond9628 Hahahah I like where your head is at but I would never allows an insta kill mechanic like that. BUT, I reallly like everything else about this hahaha.
A lot of people forget that recon can be a big of part of D&D and this can definitly fill that role.
@@simondiamond9628 this would definitely require alot of DM fiat since it's unsupported by the rules. to clarify:
1. gaseous form doesn't change your type.
2. mist creature is not a valid creature type among the 14 possible in 5e.
3. the whole exploding an enemy from within has been shutdown by the devs themselves in the destroy water example.
@@ThisCrits aside from being unsupported by the rules, this is also too much work. a druid can simply wildshape into a spider or whatever inconspicuous insect and do the exact same thing without having to do anything for 30 days.
i don't mind allowing insta-kill mechanics as long as they are RAW. this isn't.
I should definitely try the first one out…
I love guardian of nature sooooooo much!
@@ThisCrits another good Druid one that could probably be used for a lot is awaken, since there’s a lot of options to target
@@Stellaria88 I LOVE awaken! Its such a fun spell hahah
hey brody you saw the creation bard i posted in the other vid?
@@TheRobversion1 yeah
for the first combo you'd need someone else to cast bless on you since you can't concentrate on two spells at once
Yea, most of "good" combos require multiple casters for that specific reason.
isn't guardian of nature and bless both concentration spells? how do you cast one without cancelling the other?
I was trying to imply the druid casts guardian of nature and wild shapres and then another person casts bless. Sorry if that wasn't clear lol. Making combos is very difficult without having 2 casters because of concentration.
Bane and viscous mockery
Such an easy way to give disadvantage!
Virtually none of these work without two or more people wasting their concentration on them. Knowing this the combos feel much much worse.
Most "good" combos require 2 casters because of concentration requirements but theres still 2 in here that don't! A lot of my earlier combo videos had less concentration requirements but fair warning, they are definitley not as well edited.
@@ThisCrits this is why when i come up with spell combos i try to avoid having 2 concen spells. it's hard to execute when you can't be sure if the other players at the table will pick up part 2 of the combo spell or let alone be a caster.
Death by Mail:
Cast glyph of warding on the inside of 10 envelopes, then when you want to murder, cast animate objects on those envelopes and have them all fly to your target, and give them the order to open. Once opened the glyphs all activate at the same time, surrounded your target with 10 separate needed con saved, and 10 separate explosions worth 5d8 damage. For 50D8 total damage with this combo.
I soooooo badly wish this actually worked but i'm pretty sure that the object with the glyph can't move from its location. But I like where your head is at hahahah
The spell specifically says it can be placed inside an object like a scroll, book, or chest. The way we ruled it in this case, is that nobody was moving the rune, but the envelope was moving itself so it wouldn't trigger prematurely.
Side note: You can also use Fabricate to Ikea up an object and then use animate objects to bring it to life.
@@firemaster1432Lee is right here. it has been clarified by the devs that glyphs of warding can't move from their point of space where they were created. this is why the only combos that work with glyph of warding are the ones where extradimensional space is available such as demiplane, bag of holding or genie's vessel.
so the fact that the envelope moved itself triggers it because the glyph isn't in it's original location.
Guardian of Nature and Bless are both concentration spells, a single druid couldn't cast both. Sorry if this has already been mentioned in comments, I didn't read them all
Yea, a couple of combos have this issue. Generally speaking I assume at least 1 person in a party will always have bless. Restricting a combo video to a single caster makes it significantly harder as concentration spells make it near impossible lol
Althought, that might be a good video idea!