![]() If you want to switch to a neat enchantment spell against the wizard, perhaps a suggestion or a charm or a dominate (which is your other 5th level slot), you certainly can, but the wizard is immediately free of telekinesis when you drop concentration, which means you've largely wasted a 5th level slot to begin with. It's a neat trick, but it's unsustainable and so really only useful in limited cases. The wizard now has an edge in available slots - they've spent less than you have, especially since you now will be bonus action converting more slots into sorcery points. Regardless, the wizard can see you now and can cast whatever they want (restrained doesn't prevent spellcasting) and counter your counters because you don't have the sorcery points to make them subtle as often. And the wizard can counter that casting unless you're converting and then casting psionically, which is a great way to burn your points and be stuck in the same loop. You'll have to cast normally next round to use your bonus action to convert a slot for points. You're going to have to start upcasting counterspells and it's likely that the wizard won't be restrained next round as you can't magical guidance yourself. You've done 4.5d8 damage to the wizard, which hasn't brought him below half. The wizard is down three countered spell slots, and you're tapped on sorcery points, down 3 3rd level slots and 1 5th. Now, when the wizard casts and you counterspell, you cannot use subtle, so you reveal yourself in casting. You're now tapped on sorcery points, having spent another 2 on that quickened mind thrust. They choose to keep an action for next turn. This mind thrust succeeds! The wizard fails their check, but they're okay because they still have hitpoints left. Next turn, you try mostly the same thing - concentrate on telekinesis and throw a spell. The mage goes, and casts a spell, which you subtly counter, for another 3rd level slot and a sorcery point. Still, it's half of 3d8, so marks on the board! You're now down 7 sorcery points. You've done some damage, finally! Unfortunately, it's likely the wizard has saved, as INT is his prime stat and he's proficient, so against your DC 15 he has +8 or +9 to save. You can do this because you just maintained Telekinesis instead of casting it. That's 2 sorcery points for Mind Thrust and 2 for quickened spell. You then cast a quickened psionic spell, let's say Mind Thrust, at 2nd level. Another 66% chance, which means you're likely to have used magical guidance at this point because you have about a 50/50 chance of having failed (slightly better). ![]() So, next turn, you maintain concentration on telekinesis and reup the restraint as an action. ![]() So, first round done, you're down a 5th slot and a 3rd slot, 2 sorcery points for subtle, and perhaps another for a use of magic guidance. ![]() If it is higher than 3rd, your +3 CHA will hurt a bit as you'll need an 11 minimum on the die (for a 4th level spell), which is only a 50% chance. Provided the spell isn't a higher level than 3rd, you succeed. The enemy may not try to cast a spell, which you can subtly counterspell with a 3rd level slot. You've cast a 5th level spell, so that's out. You're now done, because you can't case a quickened psionic spell because using a bonus action to cast limits you to only casting a cantrip otherwise. Let's say you do it, though, and the target is restrained. That's still only a 66% chance of success. So, you do, but you have a +3 to CHA and let's say the other guy has a -1 to STR, giving you a 4 point difference. This is because you cannot both use subtle and distant at the same time. Let's assume you've hidden - you cast a 5th level spell subtly and use telekinesis at a range of 60 feet. ![]()
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