Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Bless buffs your party's Attack Roll hit chances, but does nothing to help your wizards unless they're flinging cantrips. It also doesn't keep you alive.
Bane LOWERS enemy attacks and saving throws, which can be huge for party survival while also weakening them to magic attacks. Good to use on bosses who are easy enough to hit just with Advantage and you don't need Bless for them.
Ah, the good ol best defense is extreme offense approach. I dig it!
You can only ever have one of those up at a time, as your character has to 'channel' them. And some positive/negative effects will be far superior to others. (Tier 3 Spell examples: My Sorc will almost always be channeling a twin-cast Haste. My Cleric will throw on Spirit Guardians and Fly around enemies. )