st Level Spells
Shield
As a first link, it is too strong, which is why many professions are willing to work as warlocks part-time.
A level 1 warlock has two 1st-level slots, so it feels like a good deal if they are used to react and cast Shield, not to mention Tide of Chaos and Wild Magic.
Priests and other professions with caster levels who are multi-time warlocks/spellcasters have more reaction opportunities (more spell slots, you can even use high-level spell slots to cast this 1st-level spell in an emergency), and their survivability is greatly increased.
Stride
The 3-meter increase in movement distance is helpful for both positioning and quick attacks.
But the real key point is that this spell is a ritual spell that does not require concentration to maintain (a character can only maintain one concentration spell at a time), and it does not consume a spell slot when used before combat.
Therefore, using it in advance is equivalent to a free buff, and upgrading the ring can benefit multiple people, making it a magic that is sure to make a profit.
Tasha’s Laughter
Powerful control in the early to middle stages, with a wide range of applications and good control effects.
As a 1st-level spell, it is very cost-effective and can control high-threat targets of the enemy.
(Note that you need to concentrate, otherwise it will be too strong.)
Hypnosis
It is very good in the early stage. After all, there are not too many restrictions. It is also very cost-effective and very stable, and does not consume concentration.
In the middle and late stages, as the monsters’ health increases, they will naturally be less useful.
(You can upgrade the ring, increase the upper limit of life and freely choose the enemy, which is still very good, but there are many alternative spells at a higher level. The fewer the optional spells, the more cost-effective hypnosis is.)
Magic Missile
It’s a sure hit, and you can assign it to any target. It rarely encounters force field damage that is resisted. It’s simply too good.
It can be used as a key output spell in the early stage, and a magical skill for finishing off enemies in the later stage. It can also be improved through various abilities such as upgrading rings, and is useful for single and multiple targets (multiple damage missiles).
Basically, 1-level damage magic missile is the ceiling in the overall sense.
Ice Blade
It can create an icy surface, with both single-target damage and aoe, and even some auxiliary control.
Not bad, but this type of spell is not as stable and controllable as magic missile, so it is not as easy to use after all.
(Note that this is a spell, and if used by a Shaper, it will still explode teammates.)
Thunder Wave
The main thing to value is the ability to push away creatures, and to create various terrains to kill them.
Pushing into a trap, pushing into a ground effect, pushing off a cliff is particularly useful in specific scenarios, so it is also a practical 1st-level attack spell.
Colorful Balls
You can flexibly choose the damage type, which is very targeted and useful in many cases.
There’s also a chance to spawn a ground effect based on the damage type chosen, which is the icing on the cake.
Grease therapy
It doesn’t consume concentration, has a good control effect, and if you’re lucky you can just watch the enemy struggle in the grease.
Sometimes you can even set it on fire, turning the control into aoe damage to make up for the enemy, or burning the ground if necessary.
The key is that it does not consume concentration. You will basically not lose money if you learn it, and there are many occasions where you can use it.
Witch Arrow
The need to consume concentration is a huge weakness. After all, there is only one concentration location, and there are many concentration spells with higher priority that need to be used.
The advantage is that it can deal heavy blows and can be made vulnerable by water immersion. After upgrading the ring, it can deal higher damage each round in combination with equipment and super magic.
This is a spell that can be used in the early stages and can be specially strengthened in the middle and late stages, but again, it’s only useful if you really have the concentration space free.
Charming Humans
Mouth cannon is useful, but the combat control effect is not as good as sleep and Tasha’s laughter, and the same is true for colorful spray.
Animal Talk
The story quests will be useful, but there are also potion scrolls that can be used as a substitute.
Mist Cloud
A great cover for stealing.
Feather Fall
The running around, plot interaction and so on are pretty good.
Burning Hands
The following offensive spells are naturally incomparable to Magic Missiles, and are also much worse than Ice Blades, Thunder, and Witch Arrows. Many of them are even on par with magic tricks, so I won’t comment on them one by one.
The control/interaction/protection functions below can basically be completely replaced by the above spells, so I will not comment on them.
Therefore, if there is no subsequent evaluation, it will be useless.
Disease Ray
Beasts Become Friends
Enhanced Jump
Jumping over obstacles and special terrains is also useful, but most of the time it is not used and there are other ways to deal with it.
(However, this can be used to advance various bugs, skipping the map plot and not discussed in detail.)
Obtain a familiar
Fake Life
Oil the soles of your feet
Self-disguise
Colorful jet
Magic Armor
Protection from good and evil
The application area is too narrow and it occupies a concentrated position, making it difficult to use.
2nd Level Spells
Human Immobilization
Requires concentration. If the target fails a perception saving throw, it will be paralyzed and unable to move.
After upgrading the ring, you can also perform multiple controls. The controlled enemies will be critical hits by melee attacks by default.
As a 2nd-level spell, although there is a possibility of getting out of control, the overall performance is still extremely impressive (the worst that can happen is to reload the save file, haha), and it is completely the deciding factor in turning the tide of the battle.
Phantom Step
This is the displacement commonly seen in various games: teleportation.
Phantom Step only consumes a bonus action, which is a huge help for positioning and can easily avoid the troublesome positioning “limiter” of opportunity attack.
Phantom Steps can also be used very well when exploring the map.
(Note that Githyanki can unlock this racial spell at level 5, which greatly balances their appearance disadvantage.)
Invisibility
It consumes focus but does not bring significant improvements or provide powerful functions, which means that invisibility is not very useful (high invisibility is still good).
The invisibility potion is actually quite good. After upgrading the level in the non-combat state, it can sometimes have a miraculous effect when all members walk around in invisibility (unlocked boxes will not destroy the invisibility).
In fact, in the 5e rules, the effect of this spell is 1 hour, which is basically an exploration type. It is not easy to come up with new tricks when put into the game for 10 rounds.
Cloud of Daggers
It is strong, not to say that Dagger Cloud itself is invincible, but that its effect is unmatched during the period of time since it is unlocked at level 3.
Although the consumption is concentrated, there is no immunity, which means it is a must-hit AOE.
If you throw a spell at an enemy, it will hit him once. If the enemy moves, it will hit him again.
It can be said that Dagger Cloud is not so useful after having 3 rings of magic, but when there is no 3 rings, it is the top flow.
Detecting Thoughts
It is mainly used to provide information and also provides advantages for the subsequent tests (it can even pass directly, such as persuasion in some cases).
No spell slots are consumed in non-combat state, which is especially useful and fun for players who like to explore, talk big, and like to be immersed in the plot . It makes our team leader even more awesome (laughs).
The disadvantage is that there are detect thought necklaces and potions that can replace it. In fact, it is not a disadvantage. It is simply because it can be replaced that the status of the spell itself is lowered.
Scorching Ray
The high-ring ray combined with the increased damage has considerable output and can be used as a main output gameplay.
If the targeting is strengthened, it will also be a powerful skill in the later stages.
(For example, Gold Dragon Warlock.)
Percussion
In the early to middle stages, you can open any boxes and doors. If the requirements are not high, you don’t need a lock-picking character.
Moreover, the knocking technique can also be used to unlock mechanism locks that cannot be picked.
The exploration effect is very good, and there are gloves that can be attached to the knocking skill.