So IMO on a straight damage comparison, it won't usually be worth it unless you don't have the attack spells. Assuming you can hit 2 targets, it's probably more valuable as a Fireball. That's effectively 3 extra cantrips (not 4), or 6d10 single target damage +1 SP to spare, vs 8d6 save for 1/2 to multiple targets. Of course at level 5-6, you're also looking at 2.5 Quicken vs 1 extra Fireball. At level 6 a Dragon Sorc would also get +2*Cha vs +Cha. Meanwhile at lvl 5 that goes to 4d10 Fire Bolt vs 3d8 Chromatic Orb. But that's contingent on having a damaging 1st level spell to cast. So less valuable that a first level slot. That means at level 1-4 you're looking at, for example, 2d10 from Fire Bolt vs 3d8 from Chromatic Orb. (The actual spell quickened is a wash, since you're casting it either way as a bonus action or action on the first round.) Obviously this breaks down if you're planning on casting a different leveled spell the next round, and you're pushing back the slot vs cantrip value to the round after that. If the 1st level spell is used as a reaction (Sheild for example), the comparison is to one cantrip the first round, since either way you can cast a cantrip the second round. One of the round of quicken and one in the next round. In terms of action economy, that 1st level spell slot used on the next round, is worth 2 cantrip. (Edit: this post is specifically about #3, quicken something + cantrips)Īs I said in the other thread, the value of the SP to quicken is the same as turning them into a 1st level spell as a bonus action. Thus it's a better 10th level pick.Īm I missing anything? Are the above enough to consider Quicken Spell as a top tier choice? Is it worth the pick at level 3, when it costs 2 Sorcery Points to use? It's been argued that the Sorcerer doesn't derive enough value from its action, or doesn't have access to good enough spells, or doesn't have the Sorcery Points to sustain it, at 3rd level. Works better late game for a pure Sorcerer. Costs 2 Sorcery Points, putting it in the top 3 most expensive metamagics.Ģ. Use Lightning Bolt, Eldritch Blast with Repelling Blast, or just the Shove action to arrange foes in a neat array. Force movement to arrange foes in your AoE range, and Quicken an AoE spell. If not, follow up with a Quickened Scorching Ray. Using Firebolt, test if the enemy is resistant to Fire damage. Combining with Extra Attack and Quickened Booming Blade, a gish can get three weapon attacks before the Fighter gets his third one at level 11.Ĥ. Level a bunch of minions using a Fireball, and finish any left standing with a cantrip.ģ. Finish off anyone who survived an AoE assault. Get in close, cast Quickened Hold Person, cast Booming Blade, and back off without taking opportunity attacks.Ģ. Using an action to Dodge, Disengage, cast Blade Ward, or drink a potion.ġ. The most well known use of the metamagic, allowing for two Eldritch Blasts in the same turn, but also casting a cantrip on the same turn as a leveled spell.Ĥ. Cast a cantrip on the same turn as casting a Quickened spell. The follow up to (1), you can keep casting leveled spells while activating the specific spells which require your ongoing action to use.ģ. Maintaining a spell that uses an action, while casting spells at the same time. Spells which require an action to use, when cast as a bonus action, can be used twice in that round.Ģ. Double tap with the same spell on the same turn. Here's the uses of Quicken Spell as I pulled from this thread.ġ. I'd like to redirect that conversation here and discuss about Quicken Spell's power, if it's really good or overrated, and if it's not worth a level 3 pick but worth a level 10 pick. While discussing Extend Spell, Quicken Spell was brought up and questioned as a top tier choice.
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