I showed the wrong spell at Otto's 11:02. I'm so sorry. I haven't made a mistake like that in years. I'll do better next time. Link to the Kobold Plushie: my-store-c2baed.creator-spring.com/listing/buy-kobold?product=2444&variation=106876
Hey Kobold! With the new spellcasting rules making it so you can cast multiple spells in a turn as long as they don't expend spell slots, what spells do you suggest comboing on a Warlock (since they can cast their 6th-9th level spells without spell slots!)
Kobolds games are high wealth/treasure, I think in some other old video he also mentioned that gold means nothing starting at tier 3 of play, while if we take published adventures as data, this price tag for a consumable is still very much limiting until tier 4 in average games.
I think you're undervaluing Flame Strike. The damage increases by 2d6 every level you upcast it so at 6th level, if you get two creatures in the area, you deal 24d6 damage or 63 damage on average. Disintegrate deals 10d6+40 damage (none on a success) for 37.5 on average. It also deals 10.5 more damage than an upcasted Fireball. Fireball does have a larger area but it also deals a worse damage type. Clerics don't have many great blast spells so this is a great option if they want one.
I am not sad about Animate Object at all. The wizard throwing out a handful of forks to gum up combat with 10 creatures doing 10 attack rolls and up to 10 damage rolls each round was the blight of my DM experience. The less reason people have to use it the better.
Why would anyone spend money to heal a Simulacrum? At 100 GP per 1 HP it's horrible. Casting it again costs 1500 GP and restores all features and spells it has. Or you can heal it 15 HP. Might as well remove that entire text from the spell no one will ever do that.
@@TausamiThen it better work his ass to heal himself, and pray I don't cast the spell again. This would be the most stupid idea I've seen, specially because it obeys me and can't learn anything new.
Kobald, with Wish, you can gain multiple epic boons. At level 19, you unlock the epic boons as feat options. This is shown in dnd beyond as well. You can take any feat option and replace it with an epic boon due to Wish. You have the boons unlocked, and as per the multiclass rules, they aren’t restricted to your 19th level feat. This means that a Fighter with a Wish scroll or ring of three wishes can literally grab every epic boon available if they desired #Edit They changed it. This is no longer possible.
I... Kinda want both versions of Contagion to exist... I might call the old one Virulence and make it have the ability to spread to creatures of your choice or a creature subtype (goblinoids, elves, etc)... maaaan I really liked old Contagion, but I like both...
2e's Magic Jar was the GOAT. Stuff your soul into a gem. You can then swap your soul with that of any sentient creature within 60ft of the gem, tapping them in the gem and you in their body. If the body dies, so long as the gem is within 60ft you swap back the moment before death.this saves you and kills your host. Now, since you're back in the jar, you can posses any sentient creature within 60ft.
15:37, it doesn't have the regain spell slots thing anymore and "can't take short or long rests" is not the same text as "can't gain the benefits of a short or long rest." This means that a) your Simulacrum will eventually die to exhaustion from lack of rest and b) getting the benefits of a rest from other means i.e. Catnap is entirely on the table. (Though Catnap specifcially is only once)
You have enough money to renew the simulacrum anyways, it's no big deal. ... Well, it's a bigger deal if you made constant simulacrums of creatures which didn't have spell slots (Mystic Arcanum weren't spell slots notably) but that's not a big nerf.
omg the sympathy effect on Antipathy/Sympathy is some of the craziest shutdown I've ever seen. The relevant portions: '...target one creature or object that is Huge or smaller.' 'A creature of the chosen kind makes a Wisdom saving throw when it comes within 120 feet of the target.' 'The charmed creature must use its movement on its turn to get as close as possible to the target, moving by the safest route.' 'If the target damages the Charmed creature, that creature can make a Wisdom saving throw to end the effect, as described below.' 'If the... Charmed creature ends its turn more than 120 fet away from the target, ((or takes damage from the target)) the creatures makes a Wisdom saving throw. On a successful save, the creature is no longer affected by the target. A creature that successfully saves against this effect is immune to it for 1 minute, after which it can be affected again.' Key points: 1. A save only protects creatures for 1 minute. Since it's not castable in combat anyway, you can just walk by whoever you want dead with your super magic enchanted pet rock in your pocket and force them to make the save every minute until they fail. For 10 days. 2. Once they fail a save, they are *screwed.* They only get to make more saves if they move out of range, but they're always forced to move closer. They would need allies who are able and knowledgable enough to know what's happening and to forcibly pull them away. And that aren't an affected type of creature so they just fall under the spell's effects too. 3. They don't even get saves when you attack them. Only when they take damage from the target of your spell. Which if you cast it on your pet rock on the ground over there, is going to be *never.* So it's basically a death sentence for anything that fails its save, and since it's not an action cast, it's a kind of rolling rest cast 'half of every monster of x type instantly dies' which you can make like 10 of at any given time if you create a new one each day.
Honestly, I just homebrew the Wish spell to where you just can't cast it more than 3 times a year (at least when not casting other spells with it). That way it's still limited but actually worth getting. Or at least it's often perceived as such.
Oh that's in line with some wish-granting creatures. I like your change. I haven't yet had anyone casting wish, but the way I would run it is any custom effect on the same general power level as 8 level or below spells is safe, while anything stronger than that has increasingly terrible side effects, general level of danger of which I would tell to the player before they are sure, because the character presumably would know how it works.
Looking forward to finally getting that nystul's magic aura video, who doesn't want to cast Awaken on the Tarrasque, and with the Staff of the Woodlands it can be done as an action!
Well, for many, specially offline players, controlling many summons bog down combat. I would have liked conjure animals to receive a nerf more in line with animate objects, than the aura of damage it is now.
If you planar bind like one REALLY good creature that has spellcasting and maybe legendary actions, you're set. You can totally do this, it's easier in 2024.
@@PackTactics That is nice, it is better in most tables to have one very good summon being controlled, than 16 wolfs. But from what I can see, we can still build a planar bound army, and with divine intervention i can see you planar binding literally bosses from the adventure mid combat.
@@PackTactics Can't argue with that, even more abusable than before, and with Nystul's you can planar bind everything. Going to classify some rogue players as fiend and planar bind them to stop stealing uncontrollably. Haha
Yeeeeeaaaaah! Wall of Force is safe. Probably one of my favorite spells As for Heroes' Feast. It seems pretty bad to me considering that it costs 1000gp to cast. It seems like a very endgame boss prep spell to me, so extremely situational. Aw man... They killed Forcecage... I see little point in picking it over Wall of Force. The Power word: Kill change is quite nice. Especially given that the dealt damage doesn't require a save, it just happens.
No microwave combo??? Also the power world kill change is really fricking strong. If you can’t get the outright kill you do an excessively high sychic damage with no save.
@@cyanideytcuriousseadoggo It's still less than 100 DMG for a 9th level spell. an optimized 8th level CME Build can do that type of damage round after round.
Fellas, if your kobold lacks pack tactics and has advantage on mental saves vs spells, they aren't your kobold, they have been magic jarred by a gnome!!!! (specie traits are kept in the form you magic jar into. It's funny)
yeah that's a big nerf to contagion, which was already such a situational spell. not sure i understand the animate objects nerf either. the lack of flying is a big downside to make the spell not manageable in groups
Animate objects is still good damage per turn for level 5 and great utility for cluttering up the battlefield with enemies to tank hits and protect you. It's still an excellent spell, just not patently absurd like before.
10:45 You, in fact, could not tell a group of people to suffocate/drown themselves as the spell clearly states that the suggestion must not involve anything that would obviously deal damage to the targets or their allies. I personally would count drowning or suffocation to fall into that category as, while it technically doesn't deal damage, it still leads to them being reduced to 0 HP and dying.
You know, it would be EASY to update the rules to specify which game mechanics are owned by the soul and what game mechanics are owned by the body. That way, when designing a spell like Magic Jar, you can simply write "Your soul enters the target's body, and your game mechanics becomes those owned by your soul and those owned by the target's body."
I kinda wish power word heal got buffed as well as kill as its completely outclassed by mass heal. Maybe if it also gave the target temp HP equal to there current hit points before the spell was cast
I don't think casting Hallow as a single Magic Action works RAW. "If you cast a spell that has a casting time of 1 minute or longer, you must take the magic action on each turn of that casting" The important part of this is that it clarifies that *as soon as you take the magic action, you are casting the spell, and throughout the whole casting time you are still casting the spell.* Why is this important? Divine Intervention says "you cast the spell as part of the same action", but as we have already established, this is no different than casting the spell normally as part of a Magic Action. Regardless of how you cast the spell, you still have to obey the cast time. If Divine Intervention bypassed the Magic Action rules, it would have to say "the spell comes INTO EFFECT as part of the same action".
That's very interesting! We may need to get some Sage Advice on how exactly it's intended... Flavour-wise, it's your deity casting the spell for you, so i can see a DM ruling that the gods may be powerful enough to ignore the usual requirements, or for you to have to sit and channel them during the whole process.
Hey - HEY! Don't ruin this for me. Let my Cleric cast Prayer of Healing midcombat to give me a short rest and restore my Warlock spell slots on demand. I need this. Just let me have this.
Your reading of Divine Intervention basically boils the ability down to "Once per Long Rest, you can cast one Cleric spell of 5th level or lower without expending a spell slot." This besides the fact that it makes no sense in the context of the ability being described as the Cleric's deity intervening on the Cleric's behalf, implying that it's the deity who is casting the spell, not the Cleric.
@@CivilWarMan or using material components. That's exactly what the ability is mechanically, a free 5th level or lower spell without using a slot or material components. edit: I saw someone else note and wanted to include it would also allow you to cast spells that you had not prepared that day.
Correct, it's a free casting of a 5th level or lower spell with no components or spell slots because the god is casting it rather than you. Presumably even gods still can't just ignore the rules of the spell though. If it takes 24 hours, it takes 24 hours. It's a level 10 ability ffs it has to have some balance to it.
Just got my PHB, and looking at Plane Shift, the "banishing" part of the spell is completely and utterly gone. It can now only target willing creatures. This and the Forcecage nerf means that the Warlock's lvl 13 Mystic Arcanum offers very lackluster options.
Contagion is severely nerfed. It used to be, that it was a good spell against creatures with legendary resistance, you hit it with an attack, and it is poisoned for at least 3 rounds. Since the initial poison comes from an attack, legendary resistance does not apply. If you don't think your party is going to burn through all the enemy legendary resistances, this was a good choice on something like a dragon. So it used to be it had a niche use, now I don't think I would ever cast it.
Enter room with a bucket of water. Guards: What are you gonna do with a bucket of water? Me: Don't worry about. *Uses mass suggestion* The guards waiting for their turn: We should have worried about the bucket.
@PackTactics does that mean that when a medium creature like human possesses a tiny creature like owl (through magic jar) the final thing would be medium size owl? like 183cm / 6ft tall owl?
@@FallenFellFromGlory How? I know there are spells that can TEMPORARILY create money, but what do you do to permanently get money? If you start buying goods with vanishing gold, those vendors will refuse to sell to you again.
The Bloodied condition does help note when something might be ready for Power Word Kill. But it seems odd to waste a 9th level spell as a finisher, as lower level spells upcast not even to 9th level will very effectively kill multiple creatures at 100 HP as well. I understand the difficulty. PWK if made too powerful, maybe makes things too easy. And of course, a player on the receiving end is maybe not going to have the best time. No defense, no option, no save just poof, dead. Of course, at the level where 9th level spells enter the game, Death is like being in the penalty box in ice hockey. Its frustrating in the box, and your team is down a player for a short amount of time, but you'll eventually get back into the game.
wotc: we nerfed the killer palm from the open hand monk since killing in one blow is overpowered at lv17, so now it just deal damage - but didnt the wizard learn power word kill at that lv that does that kill at range? it would be easier to say that deals damage IF the target has more than 100hp and that the killing punch only auto kills if it has less than 100HP? wotc:.... yeah, no, we buffed that spell so if the target has more than 100hp deals more damage than the punch from the monk... -you what?!
Kobold I think you are missing something with Disintegration, you don't have to target the wall of force or force cage, you just have to target someone/something on the other side of a WoF or FC. It specifically counters both of those two spells, just you need something to target on the other side and instead it hits the wall and breaks it.
It technically only affects something it targets. If you read it very strictly, if you target something behind an invisible wall, the spell will be blocked by cover and do nothing, which doesn't make sense, yeah.
@@arcturuslight_ Except its a beam, so it would impact on whatever it hits. If it was "create a beam above your target" then you would be right, but this is a "You shoot a beam out of your finger at the target" which would hit a wall, a cage, or etc.
@@arcturuslight_ A spell would effect anything that physically blocks it unless there is a specific interaction that prevents the spell from effecting it. Disintegration specifically states it would damage a wall of force, meaning that if the wall of force tried to block the hit it would be destroyed in the process. The beam wouldn't punch through it to hurt anything else, but it would destroy the wall. By your logic a person could jump in front of a ray spell or a fireball spell and take 0 damage because it wasn't the intended target.
I am super curious at this point, may I ask about your way of making infinite money at high levels. Which spells would you use, as far as I know the only spell that can create money is wish, Fabricate doesnt last that long, but I can see just selling it before it expires. Online I cant seem to find a simple or direct way to do it so I'm curious
Fabricated products last indefinitely, so I think you are talking about some other feature. But yeah, I'm curious too, because these do produce wealth, but a limited amount. From what I can guess from his other videos disregarding gold costs at tier 3, he just plays at very high wealth/treasure tables.
Great video, it got me to look back over some spells I would have just skipped over from knowledge of how they worked before. I'm a little surprised True Polymorph wasn't included in the list though with how weird it is now partly from how they treat temp hp. -Creature into Creature can't speak even if you and the new form could speak before (but Object into Creature allows it to speak?) -The new form can't cast spells even if the new form had spellcasting capabilities. Also means features that have been changed to say they cast a spell on themselves, like Invisibility on Imps, can't be used -Due to its treatment with temp hp (similar to Polymorph), the temp hp remains even after the spell's duration is up. However due to how temp hp works, it goes away when you take a long rest and the Creature into Creature specifically says that the spell ends early on the target if it has no Temporary Hit Points left. That means even after the spell's duration changes to "until dispelled", if you want to keep the form, you can't long rest.
Nystul’s Magic Aura Illusion Level: 2 Casting time: 1 Action Range: Touch Components: V, S, M (a small square of silk) Duration: 24 hours You place an illusion on a creature or an object you touch so that divination spells reveal false information about it. The target can be a willing creature or an object that isn’t being carried or worn by another creature. When you cast the spell, choose one or both of the following effects. The effect lasts for the duration. If you cast this spell on the same creature or object every day for 30 days, placing the same effect on it each time, the illusion lasts until it is dispelled. False Aura You change the way the target appears to spells and magical effects, such as detect magic, that detect magical auras. You can make a nonmagical object appear magical, a magical object appear nonmagical, or change the object’s magical aura so that it appears to belong to a specific school of magic that you choose. When you use this effect on an object, you can make the false magic apparent to any creature that handles the item. Mask You change the way the target appears to spells and magical effects that detect creature types, such as a paladin’s Divine Sense or the trigger of a sym bol spell. You choose a creature type and other spells and magical effects treat the target as if it were a creature of that type or of that alignment.
Wall of force is the same (and some other absurdly powerful ones also), because otherwise there is zero reason to go wizard when you can go sorcerer. With these spells still in and unchanged, there still little reason, but at least there is a little.
Wizards have way more spells prepared and available, sorcerer's are stuck with a very short list that is hard to change while wizards can swap to what's needed after a long rest.
Wait, wouldnt contagion's wording mean that you deal the 11d8 necro EVERY TIME they fail a save? Because it doesnt say, "make an additional save" it says "repeat the previous save" which had the damage on fail component.
Hey bro. I enjoy your videos, but one thing confuses me. On numerous occasions you talk about the caster martial divide. So, I would have thought that nerfs to powerful spells (that at least help with that issue) would be welcome. But you usually seem upset about nerfs to spells, even if it helps decrease the divide. I'd love to hear your point of view about this topic, in some future video. Wishing you the best.
I've said many time that the power ceiling for all the martial classes are too low, they still are and for more than half of them it was lower due to removal of power attacks and gated feats. All of them are starved. Yes, you can find examples where the dpr is higher but you got to keep in mind that the damage taken is greater than what it was before and we have less nova options than what we had before. The things they're nerfing for casters is the wrong spells. What I want to see is nerfs like sleep to the overpowered spells but in a lot of them they made them so much stronger that there's nothing you can do. Like come on, suggestion doesn't need to sound reasonable anymore. At this phase, I don't care about the divide anymore because no one wants martials actually fixed. So I'm just going to have fun with the spells.
Flame strike now is in line with fireball at 5 level but now flame strike scale better (2d6 Vs the old 1d6). Im pretty sad about contagion, i use it for give dragons or enemy like that poisoned for 3 round, now legendary resistance can just say nope and didnt even do half damage
Throught all my dnd experiemces I have always been dirt poor. But its not like I ever had access to planar binding or such so it didn't matter either way ;-; Talk about a me issue
2024 Divine Intervention is one of the dumbest things I think has been implemented. I see what they were going for but now the Deity serves you and not the other way around. All the power and no consequence or responsibility.
You don't. The whole point of Divine Intervention is that you get to cast a spell, that you didn't need to prepare beforehand, without needing a spell slot or material components.
You don't. Divine Intervention doesn't cast as an "action." It use the "Magic Action" option. Unfortunately several content creators have mixed up the two. For example shillelagh uses the "Magic Action" but casts as a "Bonus Action." Hallow would still take 24 hours to cast.
@@duelist301it wouldn't. By that logic you would still need to take an additional action to cast any spell with a casting time of an action. Also, designers specifically intended it to work for casting raise dead as an action.
1 cubic meter of water is 1 metric tonne. Super simple. Most "huge" objects or creatures will thus definately wight more than your example ammount. By a "mile" or whatever everyone else is using.
Yeah which is a very cool buff and finally allows for such fantastical things as picking up entire platforms with people standing on them, like that dude tried to do in critical role, or even entire vehicles with people. Or pulling spaceships out of a swamp.
"I think there's a lot of cases where a Huge object would weigh more than one thousand pounds" Absolutely so. Any piece of rock or masonry that is Large size should be well over a half a ton already, to say nothing of huge. Hell, a Medium size bundle of _wood_ is probably near to a thousand pounds, depending on the exact type and dimensions.
I'm so sad with animate object I love that huge objects had 80 hp and tiny objects were like a swarm of sharp flies I don't care about optimising the spell I want to throw a statue or fire out swords but this new animate objects saddens me.
The removal of flight speed is the most bizarre because it contradicts how traditionally small and tiny animated objects in the game/adventures has always been depicted as floating items/weapons.
Wrong spell card showing for Otto's Irresistible Dance; it showed Mass Suggestion again. Symbol also uses the Antipathy/Sympathy spell card descriptor. I think Gator pranked you.
Everyone reactimg to changes on youtube seems to be missing it. Im not even sure if it is a buff or a nerF. MY understanding of RAW is that since people are medium sized, the hand is large sized and it doesnt occupy a space, you can simply have it occupy the same space as you and activate interposing hand, effectively benefitting from half cover against any possible attack from anyone, as you are inside the hand
I showed the wrong spell at Otto's 11:02. I'm so sorry. I haven't made a mistake like that in years. I'll do better next time.
Link to the Kobold Plushie: my-store-c2baed.creator-spring.com/listing/buy-kobold?product=2444&variation=106876
Hey Kobold! With the new spellcasting rules making it so you can cast multiple spells in a turn as long as they don't expend spell slots, what spells do you suggest comboing on a Warlock (since they can cast their 6th-9th level spells without spell slots!)
Hi Kobold you also show the wrong spell at 14:57. just a heads up!
Anyone can make a mistake. Maybe you should stop working so late at night. 😉
BUT KOBOLD!!
Yes good good my son teach them Cleric legends of old
I still have PTSD from Hallow being cast as an action...
Just to be contrarian, I for one actually LOVE being able to do that. I like that Wish has truly dominant damaging options.
11:30 "so it's basically free"
The 1000 gold price right there
You most likely have infinite money at this point and getting money is so insanely easy here.
@@PackTactics
Unless you play curse of Strahd, and didn't visit the amber temple to loot it.
no one uses spell components
@@pyrokrys8583 I do
Kobolds games are high wealth/treasure, I think in some other old video he also mentioned that gold means nothing starting at tier 3 of play, while if we take published adventures as data, this price tag for a consumable is still very much limiting until tier 4 in average games.
YIPPEE MORE SPELLS!
I think you're undervaluing Flame Strike. The damage increases by 2d6 every level you upcast it so at 6th level, if you get two creatures in the area, you deal 24d6 damage or 63 damage on average. Disintegrate deals 10d6+40 damage (none on a success) for 37.5 on average. It also deals 10.5 more damage than an upcasted Fireball. Fireball does have a larger area but it also deals a worse damage type. Clerics don't have many great blast spells so this is a great option if they want one.
I am not sad about Animate Object at all. The wizard throwing out a handful of forks to gum up combat with 10 creatures doing 10 attack rolls and up to 10 damage rolls each round was the blight of my DM experience. The less reason people have to use it the better.
They could have made it easier to resolve without making it weaker. However, putting it closer in line with other spells is good.
Kobold has always been a big lover of the "Conjure a bunch of creatures" fleet of spells. As such, Animate Objects was never an issue for him.
Oh my god, I want a Gator plush with his little hat, oh my god.
Why would anyone spend money to heal a Simulacrum? At 100 GP per 1 HP it's horrible. Casting it again costs 1500 GP and restores all features and spells it has. Or you can heal it 15 HP. Might as well remove that entire text from the spell no one will ever do that.
I'd presume it's so a simulacrum separated from their creator can heal themselves. Niche, but it could come up.
It's so you can engage with the ethical dilemma that it presents. Some dms want to play your simulacra as wanting to live
@@TausamiThen it better work his ass to heal himself, and pray I don't cast the spell again. This would be the most stupid idea I've seen, specially because it obeys me and can't learn anything new.
Imprisonment was kinda buffed that it now has a flat 5000gp cost for the material component instead of 500gp per hit dice of the target.
Now I gotta get a plushie
6:27 - you missed that it now upcasts twice as much, instead of 1d6 of your choice, it does 1d6 of both.
I missed it too. I think it could have been worded a little better to help with quick reading.
Kobald, with Wish, you can gain multiple epic boons.
At level 19, you unlock the epic boons as feat options. This is shown in dnd beyond as well. You can take any feat option and replace it with an epic boon due to Wish. You have the boons unlocked, and as per the multiclass rules, they aren’t restricted to your 19th level feat.
This means that a Fighter with a Wish scroll or ring of three wishes can literally grab every epic boon available if they desired
#Edit They changed it. This is no longer possible.
I... Kinda want both versions of Contagion to exist... I might call the old one Virulence and make it have the ability to spread to creatures of your choice or a creature subtype (goblinoids, elves, etc)... maaaan I really liked old Contagion, but I like both...
2e's Magic Jar was the GOAT.
Stuff your soul into a gem. You can then swap your soul with that of any sentient creature within 60ft of the gem, tapping them in the gem and you in their body. If the body dies, so long as the gem is within 60ft you swap back the moment before death.this saves you and kills your host. Now, since you're back in the jar, you can posses any sentient creature within 60ft.
Modrenkainen's Coom Jar
15:37, it doesn't have the regain spell slots thing anymore and "can't take short or long rests" is not the same text as "can't gain the benefits of a short or long rest." This means that a) your Simulacrum will eventually die to exhaustion from lack of rest and b) getting the benefits of a rest from other means i.e. Catnap is entirely on the table. (Though Catnap specifcially is only once)
You have enough money to renew the simulacrum anyways, it's no big deal.
... Well, it's a bigger deal if you made constant simulacrums of creatures which didn't have spell slots (Mystic Arcanum weren't spell slots notably) but that's not a big nerf.
Now we're fucking cooking!
As much as we will miss Animate Objects, more nerfs like that would have helped more to close the Martial-Caster divide.
omg the sympathy effect on Antipathy/Sympathy is some of the craziest shutdown I've ever seen. The relevant portions:
'...target one creature or object that is Huge or smaller.'
'A creature of the chosen kind makes a Wisdom saving throw when it comes within 120 feet of the target.'
'The charmed creature must use its movement on its turn to get as close as possible to the target, moving by the safest route.'
'If the target damages the Charmed creature, that creature can make a Wisdom saving throw to end the effect, as described below.'
'If the... Charmed creature ends its turn more than 120 fet away from the target, ((or takes damage from the target)) the creatures makes a Wisdom saving throw. On a successful save, the creature is no longer affected by the target. A creature that successfully saves against this effect is immune to it for 1 minute, after which it can be affected again.'
Key points:
1. A save only protects creatures for 1 minute. Since it's not castable in combat anyway, you can just walk by whoever you want dead with your super magic enchanted pet rock in your pocket and force them to make the save every minute until they fail. For 10 days.
2. Once they fail a save, they are *screwed.* They only get to make more saves if they move out of range, but they're always forced to move closer. They would need allies who are able and knowledgable enough to know what's happening and to forcibly pull them away. And that aren't an affected type of creature so they just fall under the spell's effects too.
3. They don't even get saves when you attack them. Only when they take damage from the target of your spell. Which if you cast it on your pet rock on the ground over there, is going to be *never.*
So it's basically a death sentence for anything that fails its save, and since it's not an action cast, it's a kind of rolling rest cast 'half of every monster of x type instantly dies' which you can make like 10 of at any given time if you create a new one each day.
Honestly, I just homebrew the Wish spell to where you just can't cast it more than 3 times a year (at least when not casting other spells with it). That way it's still limited but actually worth getting. Or at least it's often perceived as such.
Oh that's in line with some wish-granting creatures. I like your change.
I haven't yet had anyone casting wish, but the way I would run it is any custom effect on the same general power level as 8 level or below spells is safe, while anything stronger than that has increasingly terrible side effects, general level of danger of which I would tell to the player before they are sure, because the character presumably would know how it works.
Awesome, the plushie should ship just in time for my birthday!
Looking forward to finally getting that nystul's magic aura video, who doesn't want to cast Awaken on the Tarrasque, and with the Staff of the Woodlands it can be done as an action!
I appreciate the prequel reference in relation to the hallow spell
Those plushies are way too cute
I can't afford it right now, but know that I want a kobold Plushie!
Well, for many, specially offline players, controlling many summons bog down combat. I would have liked conjure animals to receive a nerf more in line with animate objects, than the aura of damage it is now.
If you planar bind like one REALLY good creature that has spellcasting and maybe legendary actions, you're set. You can totally do this, it's easier in 2024.
@@PackTactics That is nice, it is better in most tables to have one very good summon being controlled, than 16 wolfs. But from what I can see, we can still build a planar bound army, and with divine intervention i can see you planar binding literally bosses from the adventure mid combat.
@@Turalisjinarod It's kind of cool that you can do this and capture them like a pokemon but it's soooooo broken.
@@PackTactics Can't argue with that, even more abusable than before, and with Nystul's you can planar bind everything. Going to classify some rogue players as fiend and planar bind them to stop stealing uncontrollably. Haha
Hey mate. Please add the size of the plushie in the product details section of the store. Not knowing that stopped me from buying two of them.
It's 23 CM. I told the store people to update it a week ago but they didn't. I need to talk to them.
Do you plan on doing more videos on Worlds Without Number?
Yes! There's a script done. I was thinking of doing it next month or something.
Love the plushies. They will make great gifts. Can’t wait for Gator plushies. 🐊
Suggestion to suffocate remembers me BG3, when you tell the goblins in Moonrise Towers to stop breathing.
Yeeeeeaaaaah! Wall of Force is safe. Probably one of my favorite spells
As for Heroes' Feast. It seems pretty bad to me considering that it costs 1000gp to cast. It seems like a very endgame boss prep spell to me, so extremely situational.
Aw man... They killed Forcecage... I see little point in picking it over Wall of Force.
The Power word: Kill change is quite nice. Especially given that the dealt damage doesn't require a save, it just happens.
You can Divine Intervention rest-cast Heroes' Feast
@@tw0bold you can not. Heroes Feast is level 6. DI is up to lvl 5.
@@IgnavumFortuna Oh yeah, didn't catch that.
No microwave combo???
Also the power world kill change is really fricking strong. If you can’t get the outright kill you do an excessively high sychic damage with no save.
@@cyanideytcuriousseadoggo It's still less than 100 DMG for a 9th level spell.
an optimized 8th level CME Build can do that type of damage round after round.
Do simulacrum casting wish to prevent the downsides stills work?
I am going to miss animate objects, having a bunch of flying silver knives is amazing, since that is cool thematically
Fellas, if your kobold lacks pack tactics and has advantage on mental saves vs spells, they aren't your kobold, they have been magic jarred by a gnome!!!!
(specie traits are kept in the form you magic jar into. It's funny)
Badass art
yeah that's a big nerf to contagion, which was already such a situational spell. not sure i understand the animate objects nerf either. the lack of flying is a big downside to make the spell not manageable in groups
Animate objects is still good damage per turn for level 5 and great utility for cluttering up the battlefield with enemies to tank hits and protect you. It's still an excellent spell, just not patently absurd like before.
Choosing Con saves might be really useful against enemi spellcasters so they have a harder time comcentrating on spells and resisting counterspells.
Coool, Kobold, which level spells are your favorite ?
10:45 You, in fact, could not tell a group of people to suffocate/drown themselves as the spell clearly states that the suggestion must not involve anything that would obviously deal damage to the targets or their allies. I personally would count drowning or suffocation to fall into that category as, while it technically doesn't deal damage, it still leads to them being reduced to 0 HP and dying.
You know, it would be EASY to update the rules to specify which game mechanics are owned by the soul and what game mechanics are owned by the body. That way, when designing a spell like Magic Jar, you can simply write "Your soul enters the target's body, and your game mechanics becomes those owned by your soul and those owned by the target's body."
did you ever hear the tragedy of the 2024 ranger?
It’s pronounced: “telekinesis, Kyle”
Animate Object no!...My Sorcerer won't be able to pull out his bag of coin and make the flying coin swarm of death anymore D:
I kinda wish power word heal got buffed as well as kill as its completely outclassed by mass heal.
Maybe if it also gave the target temp HP equal to there current hit points before the spell was cast
oh that's a cool way to buff it. So it effectively heals for HP maximum, with overheal.
I don't think casting Hallow as a single Magic Action works RAW.
"If you cast a spell that has a casting time of 1 minute or longer, you must take the magic action on each turn of that casting"
The important part of this is that it clarifies that *as soon as you take the magic action, you are casting the spell, and throughout the whole casting time you are still casting the spell.*
Why is this important? Divine Intervention says "you cast the spell as part of the same action", but as we have already established, this is no different than casting the spell normally as part of a Magic Action. Regardless of how you cast the spell, you still have to obey the cast time. If Divine Intervention bypassed the Magic Action rules, it would have to say "the spell comes INTO EFFECT as part of the same action".
That's very interesting! We may need to get some Sage Advice on how exactly it's intended...
Flavour-wise, it's your deity casting the spell for you, so i can see a DM ruling that the gods may be powerful enough to ignore the usual requirements, or for you to have to sit and channel them during the whole process.
Hey - HEY! Don't ruin this for me. Let my Cleric cast Prayer of Healing midcombat to give me a short rest and restore my Warlock spell slots on demand. I need this. Just let me have this.
Your reading of Divine Intervention basically boils the ability down to "Once per Long Rest, you can cast one Cleric spell of 5th level or lower without expending a spell slot."
This besides the fact that it makes no sense in the context of the ability being described as the Cleric's deity intervening on the Cleric's behalf, implying that it's the deity who is casting the spell, not the Cleric.
@@CivilWarMan or using material components. That's exactly what the ability is mechanically, a free 5th level or lower spell without using a slot or material components.
edit: I saw someone else note and wanted to include it would also allow you to cast spells that you had not prepared that day.
Correct, it's a free casting of a 5th level or lower spell with no components or spell slots because the god is casting it rather than you. Presumably even gods still can't just ignore the rules of the spell though. If it takes 24 hours, it takes 24 hours. It's a level 10 ability ffs it has to have some balance to it.
Just got my PHB, and looking at Plane Shift, the "banishing" part of the spell is completely and utterly gone. It can now only target willing creatures. This and the Forcecage nerf means that the Warlock's lvl 13 Mystic Arcanum offers very lackluster options.
Nice video. I'm gonna let my players use disintegrate on wall of force. Fairly certain that's what the designers intended.
Yeah, the designers spelling out their intention directly in both disintegrate and wall of force makes it the clearest intention in the book XD
Horray for plushies
Contagion is severely nerfed. It used to be, that it was a good spell against creatures with legendary resistance, you hit it with an attack, and it is poisoned for at least 3 rounds. Since the initial poison comes from an attack, legendary resistance does not apply. If you don't think your party is going to burn through all the enemy legendary resistances, this was a good choice on something like a dragon.
So it used to be it had a niche use, now I don't think I would ever cast it.
Enter room with a bucket of water.
Guards: What are you gonna do with a bucket of water?
Me: Don't worry about.
*Uses mass suggestion*
The guards waiting for their turn: We should have worried about the bucket.
@PackTactics does that mean that when a medium creature like human possesses a tiny creature like owl (through magic jar) the final thing would be medium size owl? like 183cm / 6ft tall owl?
Heroes feast is quite literally not free. It costs 1000 gp per casting, which can be big at some tables.
At that level you can create infinite money.
@@FallenFellFromGlory if your DM is the type to be stingy with giving gold out, they certainly won't let you magically print money. RAW or not.
@@FallenFellFromGlory How? I know there are spells that can TEMPORARILY create money, but what do you do to permanently get money? If you start buying goods with vanishing gold, those vendors will refuse to sell to you again.
@@FallenFellFromGlorykobold just plays in a very high wealth/treasure games, but I'm curious what are you talking about.
Nobody is talking about how bigby interposing hand was changed. It no longer keeps weak creatures away from you
To be fair, circle of power Used to be a full caster thing in 3.5, mainly for wizards
I want my animated 🐊 plushy
As a DM, always remember that you alone get to use the most powerful spell of all:
Power Word No.
The Bloodied condition does help note when something might be ready for Power Word Kill. But it seems odd to waste a 9th level spell as a finisher, as lower level spells upcast not even to 9th level will very effectively kill multiple creatures at 100 HP as well. I understand the difficulty. PWK if made too powerful, maybe makes things too easy. And of course, a player on the receiving end is maybe not going to have the best time. No defense, no option, no save just poof, dead. Of course, at the level where 9th level spells enter the game, Death is like being in the penalty box in ice hockey. Its frustrating in the box, and your team is down a player for a short amount of time, but you'll eventually get back into the game.
wotc: we nerfed the killer palm from the open hand monk since killing in one blow is overpowered at lv17, so now it just deal damage
- but didnt the wizard learn power word kill at that lv that does that kill at range? it would be easier to say that deals damage IF the target has more than 100hp and that the killing punch only auto kills if it has less than 100HP?
wotc:.... yeah, no, we buffed that spell so if the target has more than 100hp deals more damage than the punch from the monk...
-you what?!
10:00 see invisibility?
That only works on creatures.
Kobold I think you are missing something with Disintegration, you don't have to target the wall of force or force cage, you just have to target someone/something on the other side of a WoF or FC. It specifically counters both of those two spells, just you need something to target on the other side and instead it hits the wall and breaks it.
It technically only affects something it targets. If you read it very strictly, if you target something behind an invisible wall, the spell will be blocked by cover and do nothing, which doesn't make sense, yeah.
@@arcturuslight_ Except its a beam, so it would impact on whatever it hits. If it was "create a beam above your target" then you would be right, but this is a "You shoot a beam out of your finger at the target" which would hit a wall, a cage, or etc.
@@TheSilverOrn yes, read my comment again, I say that it will hit the barrier, but not affect it due to the wording.
@@arcturuslight_ A spell would effect anything that physically blocks it unless there is a specific interaction that prevents the spell from effecting it. Disintegration specifically states it would damage a wall of force, meaning that if the wall of force tried to block the hit it would be destroyed in the process. The beam wouldn't punch through it to hurt anything else, but it would destroy the wall. By your logic a person could jump in front of a ray spell or a fireball spell and take 0 damage because it wasn't the intended target.
Nah, Colby definitely mentioned it first. 😂
11:35 A 1,000 GP cost is not 'basically free.'
From some of his older videos, he just personally plays in a very high wealth/treasure games.
Swift quiver is a partial nerf. No more duplicated purple worm poison.
I am super curious at this point, may I ask about your way of making infinite money at high levels. Which spells would you use, as far as I know the only spell that can create money is wish, Fabricate doesnt last that long, but I can see just selling it before it expires.
Online I cant seem to find a simple or direct way to do it so I'm curious
Fabricated products last indefinitely, so I think you are talking about some other feature. But yeah, I'm curious too, because these do produce wealth, but a limited amount.
From what I can guess from his other videos disregarding gold costs at tier 3, he just plays at very high wealth/treasure tables.
Great video, it got me to look back over some spells I would have just skipped over from knowledge of how they worked before. I'm a little surprised True Polymorph wasn't included in the list though with how weird it is now partly from how they treat temp hp.
-Creature into Creature can't speak even if you and the new form could speak before (but Object into Creature allows it to speak?)
-The new form can't cast spells even if the new form had spellcasting capabilities. Also means features that have been changed to say they cast a spell on themselves, like Invisibility on Imps, can't be used
-Due to its treatment with temp hp (similar to Polymorph), the temp hp remains even after the spell's duration is up. However due to how temp hp works, it goes away when you take a long rest and the Creature into Creature specifically says that the spell ends early on the target if it has no Temporary Hit Points left. That means even after the spell's duration changes to "until dispelled", if you want to keep the form, you can't long rest.
Simulacrum can still cast wish and use that to cast simulacrum so this is the same as before
Simulacrum can still cast wish to get more simulacrum.. also to switch out feats risk free.
What is nistle? you mention it with hallow and magic jar. Does it chance someones creature type?
Nystul’s Magic Aura
Illusion
Level: 2
Casting time: 1 Action
Range: Touch
Components: V, S, M (a small square of silk)
Duration: 24 hours
You place an illusion on a creature or an object you touch so that divination spells reveal false information about it.
The target can be a willing creature or an object that isn’t being carried or worn by another creature.
When you cast the spell, choose one or both of the following effects. The effect lasts for the duration. If you cast this spell on the same creature or object every day for 30 days, placing the same effect on it each time, the illusion lasts until it is dispelled.
False Aura
You change the way the target appears to spells and magical effects, such as detect magic, that detect magical auras. You can make a nonmagical object appear magical, a magical object appear nonmagical, or change the object’s magical aura so that it appears to belong to a specific school of magic that you choose. When you use this effect on an object, you can make the false magic apparent to any creature that handles the item.
Mask
You change the way the target appears to spells and magical effects that detect creature types, such as a paladin’s Divine Sense or the trigger of a sym bol spell. You choose a creature type and other spells and magical effects treat the target as if it were a creature of that type or of that alignment.
@@adampozzobon5193 Thanks
Wall of force is the same (and some other absurdly powerful ones also), because otherwise there is zero reason to go wizard when you can go sorcerer. With these spells still in and unchanged, there still little reason, but at least there is a little.
Wizards have way more spells prepared and available, sorcerer's are stuck with a very short list that is hard to change while wizards can swap to what's needed after a long rest.
xD what lol
A big bull can weight over 2000 pounds, so yeah size is a better limitation. Plus, the DM doesn't know how much stuff weights
Wait hero’s feast consumes the 1000gp bowl?
It does, but Divine Intervention makes it free.
Wait, wouldnt contagion's wording mean that you deal the 11d8 necro EVERY TIME they fail a save? Because it doesnt say, "make an additional save" it says "repeat the previous save" which had the damage on fail component.
Hey bro. I enjoy your videos, but one thing confuses me. On numerous occasions you talk about the caster martial divide. So, I would have thought that nerfs to powerful spells (that at least help with that issue) would be welcome. But you usually seem upset about nerfs to spells, even if it helps decrease the divide. I'd love to hear your point of view about this topic, in some future video. Wishing you the best.
I've said many time that the power ceiling for all the martial classes are too low, they still are and for more than half of them it was lower due to removal of power attacks and gated feats. All of them are starved.
Yes, you can find examples where the dpr is higher but you got to keep in mind that the damage taken is greater than what it was before and we have less nova options than what we had before.
The things they're nerfing for casters is the wrong spells. What I want to see is nerfs like sleep to the overpowered spells but in a lot of them they made them so much stronger that there's nothing you can do.
Like come on, suggestion doesn't need to sound reasonable anymore.
At this phase, I don't care about the divide anymore because no one wants martials actually fixed. So I'm just going to have fun with the spells.
Really randome good vid, BUT.... how is the way of kings going?
Gator plushy!!!!!!!!
Flame strike now is in line with fireball at 5 level but now flame strike scale better (2d6 Vs the old 1d6).
Im pretty sad about contagion, i use it for give dragons or enemy like that poisoned for 3 round, now legendary resistance can just say nope and didnt even do half damage
Ah man, I didn't notice that now it is legendary resistable.
Didn't the old Contagion have a funny syntax mistake that made additional effect apply regardless of save?
Wait - so once lvl 19, can you use wish to replace all your normal feats with Epic Boons?
Throught all my dnd experiemces I have always been dirt poor. But its not like I ever had access to planar binding or such so it didn't matter either way ;-;
Talk about a me issue
2024 Divine Intervention is one of the dumbest things I think has been implemented. I see what they were going for but now the Deity serves you and not the other way around. All the power and no consequence or responsibility.
A like, a comment, and all that.
Can you talk about Weapon Masteries next?
Divine-intervention-casting Hallow makes me wonder how a cleric uses 1000GP worth of incense in six seconds. Thats got to make one heck of a cloud. :D
You don't. The whole point of Divine Intervention is that you get to cast a spell, that you didn't need to prepare beforehand, without needing a spell slot or material components.
You don't. Divine Intervention doesn't cast as an "action." It use the "Magic Action" option. Unfortunately several content creators have mixed up the two. For example shillelagh uses the "Magic Action" but casts as a "Bonus Action." Hallow would still take 24 hours to cast.
@@duelist301it wouldn't. By that logic you would still need to take an additional action to cast any spell with a casting time of an action. Also, designers specifically intended it to work for casting raise dead as an action.
@@arcturuslight_ you wouldn't need to take an additional action to cast the spell because using the "magic action" is casting the spell.
Why are the robes con the plushy mirrored? :(
Those damn gnomes! XD
1 cubic meter of water is 1 metric tonne. Super simple. Most "huge" objects or creatures will thus definately wight more than your example ammount. By a "mile" or whatever everyone else is using.
Yeah which is a very cool buff and finally allows for such fantastical things as picking up entire platforms with people standing on them, like that dude tried to do in critical role, or even entire vehicles with people. Or pulling spaceships out of a swamp.
Divine Intervention for 6 seconds Weddings~
Now I'm imagining a group of Clerics running a drive-through chapel.
Look how they massacred my free 30 damage per round
throw flour on the wall of force.
I have not been in love with a lot of the changes to these spells. Telekinesis being a save instead of a contested roll really cuts me.
RIP flesh rot
"I think there's a lot of cases where a Huge object would weigh more than one thousand pounds"
Absolutely so. Any piece of rock or masonry that is Large size should be well over a half a ton already, to say nothing of huge. Hell, a Medium size bundle of _wood_ is probably near to a thousand pounds, depending on the exact type and dimensions.
I'm so sad with animate object I love that huge objects had 80 hp and tiny objects were like a swarm of sharp flies I don't care about optimising the spell I want to throw a statue or fire out swords but this new animate objects saddens me.
The removal of flight speed is the most bizarre because it contradicts how traditionally small and tiny animated objects in the game/adventures has always been depicted as floating items/weapons.
@@arcturuslight_ Yes I know right they took out my flying swords fantasy 😢
Wrong spell card showing for Otto's Irresistible Dance; it showed Mass Suggestion again. Symbol also uses the Antipathy/Sympathy spell card descriptor. I think Gator pranked you.
Snap. I'm so sorry. This is actually the first time in 2 years I showed the wrong thing. Thank you for telling me.
@@PackTactics Don't be sorry. I just didn't want people to think a filthy gnome hijacked your video.xD
Someone seems to have skipped over Interposing Hand
Everyone reactimg to changes on youtube seems to be missing it. Im not even sure if it is a buff or a nerF. MY understanding of RAW is that since people are medium sized, the hand is large sized and it doesnt occupy a space, you can simply have it occupy the same space as you and activate interposing hand, effectively benefitting from half cover against any possible attack from anyone, as you are inside the hand
Unreasonably handsome kobold thumbnail.
The artist's twitter link in the description leads to an account that doesn't exist ;~;
Danyka Fork
You showed the description for 'Antipathy/Sympathy' instead of the 'Symbol' description.