A Spell Breakdown - About the Named Spells...
In our latest Deep Dive, we took a look at three spells named for wizards, how they progressed throughout the editions, and what they look like in 5e. While it was a fun article to research and write, the question remains - are these spells worth taking and if so, how can you use them in your game effectively?
Aganazzar’s Scorcher
A 2nd level spell that didn’t make the cut for the Player’s Handbook, it appears in the Elemental Evil Player’s Companion. We already posted the spell description in the Deep Dive article, but just in case you missed it here’s the link to the article. If you really don’t want to click the link, here’s the description one more time!
A line of roaring flame 30 feet long and 5 feet wide emanates from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 3d8 fire damage on a failed save, or half as much damage on a successful one.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
The first thing that pops into my mind is that line spells stink. The game passes them off as AOE spells, but how often can you line up more than two enemies at once? The second thing that comes to mind is why would I take this spell when there are so many other spells that are better? Here’s the thing; that’s a kneejerk reaction on my part because I don’t really know how many spells are better and to be totally honest, what makes them better. Saying that spells that have a line area of effect are bad is easy to do, but what are my alternatives? Well, I decided to get crunchy and find out.
I decided to examine the other fire spells up to the second level. The spells I wanted to look at were as follows: firebolt, burning hands, dragon’s breath, scorching ray. We’ll get firebolt out of the way quickly. A single target taking 1d10 damage is fantastic for a cantrip, but since is not an AOE spell, it was worth a mention but that’s it. Moving on quickly to the 1st level spell burning hands, the meat of the spell is these two sentences:
Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one.
The average damage for our Aganazzar's scorcher on a failed save is 13 points, while our burning hands damage is 10 using a 1st level spell slot. If you use burning hands with a second level spell slot, the average damage jumps to 14 points, one more than Aggy's spell. Now let's look at our range and area of effect.
Our wizard's cone covers a much shorter distance than the scorcher line, but the total number of squares targeted by the cone is seven versus the six for the scorcher. The extra distance is excellent, but the chances of hitting multiple targets are greater with burning hands.
I'm going to lump in the second level dragon's breath spell here too. The meat of the spell description is the same as burning hands, with the individual breathing fire in the same size cone for the same amount of damage. The huge advantage this spell has over both of the previously discussed spells is that you can use this attack as a bonus action for up to a minute if the caster can hold their concentration. Using this spell as a second attack at 3rd level makes it worth taking, especially if you are playing a more support based spellcaster.
The last spell we'll touch on is scorching ray. The spell description reads as follows:
You create three rays of fire and hurl them at targets within range. You can hurl them at one target or several. Make a ranged spell attack for each ray. On a hit, the target takes 2d6 fire damage.
Not an area of effect spell, but you can target multiple individuals, so the effect is similar. The damage is only an average of 7 if you are going to hit three different targets, but a single target will take an average of 21 points of damage. Add to that the range is twice that of Aggy's scorcher, and we have a spell worth consideration at the second level. Between its increased range, total damage output, and overall flexibility, the scorching ray spell is the clear choice for a second level spell over Aggy's inferior scorcher.
The comparison to other similar spells is a fun and exciting exercise that I think proves that there are much better options if you are looking at comparable fire damage spells. You may even want to steer clear of fire spells altogether at lower levels since fire resistance is relatively standard. Besides, you only have one more level to go before you can take the almighty fireball spell, and we all know you're taking fireball.
But here's the biggest reason not to take Aganazzar's scorcher. As I discussed in the Utilizing Cover article a few weeks back, you can use another creature for cover. Standing behind someone will provide at least 1/2 cover, and since the spell needs to be cast in a straight line, everyone behind the poor sap in front will have cover for sure. Since cover offers a bonus to AC and Dexterity, your second target has a much better chance of taking reduced damage. And if by some miracle, six creatures line up in a row for you, a strong argument can be made that the last two creatures in line would have full cover, and therefore cannot be targeted by the spell. In a nutshell, Aganazzar's scorcher is a spell you should not consider taking.
Drawmij's Instant Summons
This is such a unique spell. There aren’t any comparable spells to examine. It is a niche spell for sure, as you can only summon a single object to your hand from anywhere in the cosmos. Here’s an idea. Don't forget your stuff at the inn, and you won't need the spell. Now, if your property is stolen from you by unknown villains, then the spell can act as a homing device to help you track the bastards down. Beyond that, the spell is not worth taking.
Otto's Irresistible Dance
Once again, here's the spell description from the Player's Handbook if you're stubborn and don't want to read the Deep Dive.
Choose one creature that you can see within range. The target begins a comic dance in place: shuffling, tapping its feet, and capering for the duration. Creatures that can't be charmed are immune to this spell.
A dancing creature must use all its movement to dance without leaving its space and has disadvantage on Dexterity saving throws and attack rolls. While the target is affected by this spell, other creatures have advantage on attack rolls against it. As an action, a dancing creature makes a Wisdom saving throw to regain control of itself. On a successful save, the spell ends.
At first glance, the spell warrants consideration, even at the 6th level. Reducing speed to zero, disadvantage on Dexterity checks, and the rest of the spell's abilities are pretty standard with control spells. The most significant benefit to this spell is that when it’s cast on the target, they do not get to make a save until their turn. If your spellcaster can cast Otto's delightful capering spell immediately after the targets turn, that's a guaranteed round of attacks at advantage. It's a bit strange that the creature uses an action to make a Wisdom saving throw to stop doing a jig, since many times, you make the saving throw at the end of your turn. I guess the powers that be wanted the creature to be able to run away if they break the spell by using their action. Of course, they will probably be the victim of a couple of attacks of opportunity, but at least they won't be at disadvantage.
How does this spell stack up to similar control spells? Let's take a look at how Tasha's hideous laughter and hold monster stack up against Otto's Irish dance of death. Tasha is all the rage right now with the release of Tasha's Cauldron of Everything, so her spell is making somewhat of a resurgence in interest. The spell is described as follows:
A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laughter if this spell affects it. The target must succeed on a Wisdom saving throw or fall prone, becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn’t affected.
At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw if it's triggered by damage. On a success, the spell ends.
There's a lot to unpack with this spell. A first-level spell that requires concentration and has a range of thirty feet, it has a duration of 1 minute. Instead of dancing, the target rolls around on the floor laughing their ass off. As with many spells, the target gets to make a saving throw when the spell is cast, and since it is only a first-level spell if you succeed, nothing happens. They also get to attempt to save at the end of their turn, and when they take damage, so the chances of the spell lasting the duration is pretty slim. Let's not dwell on the negatives, because there are some great positives.
Unlike Otto's spell, being immune to charm effects means nothing to Tasha and her laugh till you pee your pants spell. Just in case you don't know or remember, falling prone means you have disadvantage on attack rolls, and the only movement option is to crawl. Since you cannot stand up, the condition doesn't end until the spell ends. Attack rolls against the target have advantage if the attacker is within 5 feet of the creature, but all other attacks are made at disadvantage. To rub salt in the wound, being incapacitated prevents all actions and reactions. Boy, when the spell says you roll around in a fit of laughter, they mean it, as the only thing you can do is crawl around, laughing with tears in your eyes.
My current character is a paladin, and all I can think is that if a creature is under the effect of this spell on my turn, it's screwed. I'm not going to give it a chance to save because I will attempt to hit it and drop the highest level smite on it I can. In the end, while there are lots of opportunities to save against the spell, remember, it's only a first level spell and a powerful one at that!
Hold monster is a classic and is described as follows:
Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. This spell has no effect on undead. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.
A 5th level spell with a range of 90 feet, it requires concentration and lasts for a minute. Otto still comes out ahead on the saving throw front, but you split the difference on who/what can be affected by the spell. Charm resistance means nothing to this spell, but just like Otto's spell, undead creatures are immune. The spell's effects, however, are much more deadly than the irresistible dance. Paralyzation is a killer in 5e. The target is incapacitated (see above if you already forgot), can't move or speak, auto fails Strength and Dexterity saves, attacks made against the target are made at advantage, also if you hit and are within 5 feet, it's an auto crit. The damage and other effects far outpace those of Otto's spell. When you put "auto" in front of anything that involves doing potential damage, players smile wide, and DM's die a little more on the inside. In the end, while Otto's funky chicken dance is a good spell, there are better, lower-level spell options available.
Researching the named spells for the Deep Dive was a great deal of fun. Diving even deeper into the spells and their game worthiness was just as enjoyable. I learned more than I thought I would, and I hope I was able to pass on some of that information on to you dear reader.
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