![]() This might force some monsters that’d like to be far away to approach or retreat which has some tactical advantage, but this is rare. wide, they can leave the area and see around it. The vast majority of the time, creatures will simply move to a location where they aren’t dealing with the obscuring cloud if you’re fighting in a space more than 40 ft. The creatures can still hear, smell, and otherwise sense who they’re dealing with. Ranged creatures you’d look to deny vision from can simply leave the cloud, and even if they don’t the cloud is scooting past them the following turn, making it so the obfuscation it is providing is limited. Unfortunately, that again is a niche situation. Incendiary Cloud heavily obscuring the area is fine in closed environments where the cloud can act as a near opaque barrier to deny enemies vision. You have to REALLY want the rolling gas cloud to make it worth taking. ![]() Notably, Fireball at 8th level is dealing 13d6 damage, which is slightly more on average than Incendiary Cloud. That specific encounter isn’t all that common most of the time, Incendiary Cloud will be a 10d8 Fireball that hits one or two extra creatures, sometimes not even that. It drags out its damage to hit any new entities coming into the fray, making it amazing specifically in this one instance. ![]() In tight corridors where waves of monsters are coming, Incendiary Cloud is a beating. Incendiary Cloud is going to be far less reliable than the wall spells or other stationary effects. That style of play is already challenging to pull off. Yes, you get to pick how it goes away, but it isn’t much to the spell's benefit. The continued movement of the cloud makes a lot of the tools you’d use to keep things in it worse characters have to reposition constantly as the cloud steadily drifts away. Incendiary Cloud only falters here because a stiff breeze can dismiss it, making effects like Gust of Wind, normally a staple of the pushing people around builds, impossible to use. Spirit Guardians and Blade Barrier both come to mind using shoves and other abilities that force positions can repeatedly push things in and out to get more out of the spell with a little cooperation. I’m normally all for spells that stay in an area and allow for repetitive uses of said area for damage. Is it worth it over these other “fire go boom” effects? The short answer is it can be, but the difference between them all is minimal. Review by Samuel West, Twitter: classic carpet bombing spell D&D doesn’t shy away from truly horrible means of mass murder, huh? Incendiary Cloud is an efficient tool for decimating large groups of people, but so is Wall of Fire, Fire Storm, Meteor Swarm, and the classic Fireball.
0 Comments
Leave a Reply. |
Details
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |