Skip to main content

F/4

Fog Cloud

The very definition of a useful, simple, low-level spell that can easily be replicated with technology. It doesn't take much imagination to figure out why carrying London around in your pocket might be useful, but a smoke grenade would get the job done just as easily and let you save this slot for Magic Missile.

Real-World Rating: 5 (Effective But Limited)

Forbiddance

I love the awkward, over-elaborate name of this spell, which practically begs you to use highfalutin pseudo-Shakespearean English while casting. "Methinks I shall engage in a bout of...forbiddance." Anyway, what this does is create a huge magical no-fly zone, which basically prevents anyone from teleporting, astrally traveling, gating, plane-shifting, or otherwise mystically trespassing on the area for an entire day.

Sound pretty good, right?  In Dungeons & Dragons, it is! It's a high-powered 6th-level abjuration with lots of practical applications. But, as a reminder, the premise of this blog is that you're an extremely powerful wizard in the real world, hanging around in 2022 and having adventures aided and abetted (or hindered) by the stock spells of the Player's Handbook. And since you're the only person on Earth who has magical powers, that means that nobody could teleport, gate, plane-shift, scry, or do anything else to you with or without the Forbiddance spell! That makes it a complete waste of a high-level spell and a thousand gold pieces. Womp-womp. 

Real-World Rating:  1 (Worthless)

Forcecage

As a copy editor, I can never figure out when or why Hasbro decides to use one or two words for a spell. Why is it Flame Strike instead of Flamestrike? Why is it Forcecage instead of Force Cage? I'm sure there's a style guide for this and I'd pay a tidy sum to get my hands on it. This one is another really high-level spell: 7th level, with a buy-in of 1,500 gold in the form of some ruby dust. And for what? It makes a spooky glowing cage that you can keep someone in. They can get out of it magically, though. So basically a locked room.  So dumb.

Real-World Rating: 4 (More Trouble Than It's Worth)

Foresight

It's hard to evaluate spells like this without flashing back to the early history of D&D. Back then, the high-level spells were open-ended and disruptively great. Wish spells let you actually make a wish and alter reality! Prognostication spells really let you see the future!  They were designed to actually emulate the high-level magic of classic fantasy, and they were great...and DMs hated them. You go to all the trouble of writing a big mysterious adventure, only to have to just tell some wise-ass sorcerer your whole fucking plan because he lucked into a scroll. So, over the years, spells like that got quantified and downgraded to, well, stuff like this. Foresight doesn't really give you foresight at all; it's more like a hyped-up Spidey sense. Don't get me wrong: This is a great spell! It gives you a whole day of advantage, immunity to surprise, and hyped-up ability checks and saves, and gives your opponents disadvantage.  It just seems...a little underpowered? That's not even it, really -- more like a little underwhelming. For a 9th-level spell (and that's as good as it gets, folks), it's plenty effective, but it just doesn't seem all that magical or fantastic.

Real-World Rating: 7 (Effective)

Freedom of Movement

This sounds like one of those early amendments to the Constitution that conservatives keep trying to roll back, but it's actually a fancy spell that let s you avoid slowing down in bad terrain, gives you immunity to hindering spells, and even throws in a little magical escape-artistry to boot! It would be great if it didn't sound so much like something a sincere Democrat would have on their t-shirt.

Real-World Rating: 8 (Very Effective)

Friends

How many of us have them?* Anyone who can cast a cantrip, apparently. This is basically a low-wattage version of Charm Person, where instead of 'willing slave' you can turn people into 'someone generally well-disposed to you'. This is the kind of spell that you could cultivate by just being nicer, but who's got time for that?

Real-World Rating: 3 (Pretty Ineffectual)

*: Ones we can depend on?

Comments

Popular posts from this blog

F/2

Find Familiar Let's start this week's installment off with a joke: If it's that familiar, why do you have to find it? Hilarious. Now we move on to the assessment portion of the program: Maybe this says more about me and the people I play D&D with than it does the spell itself, but I have never, in forty years of playing this dumb game, been in a situation where a wizard having a familiar has contributed in a positive way to the game. I've had plenty of players who tried to use their familiar as a sort of shortcut to omniscience* ("I'll send my hawk into the dungeon to find all the traps!"), and I've had plenty who had jolly fun with their familiar as a pet , but I've never seen, as a player or as a dungeon master, a game session where it contributed in a practical way that justified wasting a 1st-level spell that could otherwise have been spent on Magic Missile. If you want a cat, get a cat, but don't pretend it's high magic. Incidental

F/3

Fire Shield  Let's continue our exciting tour through the wonderful world of what TSR Wizards of the Coast Hasbro Industrial Fantasy Simulations Inc. thinks you can do with fire. This one basically shrouds you in a bonfire, which provides you with resistance to fire damage, after the 'sympathetic magic' approach that so much of Dungeons & Dragons  relies on. (In fact, being consumed by flames makes you more  vulnerabe to fire damage, not less .) It also gives you a counter-attack against anyone who tries to smite you, inflicting a small but not insignificant amount of damage. What's particularly odd about this spell is that you can also make it a 'chill shield', whatever that is, that makes you equally resistant to cold . This makes no sense, and furthermore, doesn't it make more sense to have Chill Shield  as a separate spell?  If nothing else, it would break up the tedium between Charm Person and Chill Touch. Real-World Rating:  5 (Effective But Lim

F/1

Fabricate Finally, we're free of the tyranny of the Es, and into what I call "The F ZONE"! Why am I so excited about the F ZONE? Because, buddies and pals, it has fire  in it.  But before that, we have to get through some dross like this, which basically lets you do with magic what people have been doing for thousands of years with good old manual labor. Friends, I'd be lying to you if I said I didn't sit down and calculate the actual cost-to-benefit ratio of using a 4th-level spell to turn a cluster of trees into a bench, but why bore you with those numbers when this entry is so boring already? You could make the argument that this could liberate a couple of people from some wage drudgery, but the overarching point is that you don't have to use a relatively potent bit of wizardry to save you the work of a lathe, an overseas below-minimum-wage worker, and a trip to Bed, Bath, & Beyond. Real-World Rating:  2 (Mostly Pointless) Faerie Fire What if Dancing Li