

There should always be better spells to cast.įor a long time, I have found spells in RPGs to be daunting and difficult to learn. Do not cast these for any other purpose besides role play. RP Tier: Spells that are totally outperformed by similar, competing spells.

Very often these spells are also build defining, that is, you will want to build specifically to maximize the potency of these spells.Ī Tier: Spells that are situationally amazing or consistently good.ī Tier: Spells that are situationally good or consistently average.Ĭ Tier: Spells that can be useful in niche circumstances but are mostly overshadowed by others spells. By impact I mean how powerful a spell is when cast in the right circumstances, and by consistency, I mean how common those circumstances are. Basically, I use a lettered tier system that focuses on two factors: impact and consistency.
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Spamming reloads and long rests trivializes many challenges of the game, so for the sake of evaluation we have to assume you are trying to use them as little as possible.įollowers of this series will also be familiar with my tier system, since I use a similar one in nearly every article. This tier list will also operate from the fundamental assumption that you are trying as much as possible to minimize the amount of reloads and long rests you take in your runs.

The reason I make these assumptions is because what makes a better role play experience will differ from person to person, whereas combat utility is by contrast easy to compare and measure. My hierarchy of values is, moving from most important to least: starting with the most valued and moving to the least:ĭirect combat utility -> indirect combat utility -> convenience -> role-play utility For everyone else, it would be impossible to objectively rank spells without some stipulation on how they will be evaluated, particularly concerning combat versus out of combat utility. If you’ve read the last three articles in this series all of this will be old hat, so please just skip past if.
