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Ice and Lightning spells deals double damage if enemies are wet - superior to Fire if you drop a Water Bottle at an enemies feet (Free Action) and shoot it with a Hand Crossbow (Bonus Action) first.
Ice spells are also great at crowd control as they usually Prone enemies on slippery surfaces.
Then you have the all powerful Glyph of Warding which is a Fireball of any element, or a superior hypnotic pattern, or a superior thunderwave all wrapped up in a 3rd level spell.
Magic Missile, Eldritch Blast and Disintegrate is all force damage.
Also, fire spells have a habit of... igniting things... on fire... until they explode.
Which can be bad if it wasn't what you meant to do.
umm as a side question, or two, is knock worthwhile or should i always have some one skilled in lock pick around
Knock knock.
One thing about Fire (and any spell that does, or is capable of changing to) Area of Effect damage . . .
If they damage allies during a fight, you may find those allies must now be fought and killed since you 'attacked' them. So be very careful when fighting alongside allies of the spells that are used and their affects on the ground and the environment!
Good Luck :)
^ This.
AI is super pathetic in this game and they will simply rush thru everything (even archers in some sweet top spots will simply JUMP and get stunned just to reach you). Shame you can't break concentration spells so I had to place my op daggers somewhere else to save allies.
Concentration requires a Saving Throw based on your Constitution.
* You must make a Constitution saving throw whenever you are successfully hit, if it fails you lose Concentration.
* You lose Concentration on the current spell if you cast a new spell that requires Concentration.
* You lose Concentration on your current spell if you cast the Ithiliid power that is fueled by Concentration.
Does that cover your questions?
Good Luck
It's highly tactical, since you can't relocate it, but if you put it at a doorway, or add something that hinders enemies like entangle, hunger of hadar, or even a simple grease bottle, it works EVERY TIME.
Clerics have the great insect plague (piercing damage, hinder movement)
You can literally finish Thorm death avatar by placing this one at his position, and then focusing on killing all the mirkulites.
And Cloudkill is OP against all those not immune to poison. (because you can cast it, and relocate it every turn) (I finished all of Orin's minions with it, using an arcane trickster)
And, in my opinion, glyph of warding is better than fireball, since you can change the damage type, and the impact area is bigger.
There's always Distant Spell...