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00:00:00 – 00:07:12
In the 20th episode of the third level spell series hosted by Chance, the spell "Fast Friends" is examined in detail. This spell, originating from "Acquisitions Incorporated," is accessible to bards, clerics, and wizards, but requires Dungeon Master approval due to its unofficial status. The spell works by charming a target after a failed wisdom save, making the target follow friendly commands for up to an hour, with the caster needing to maintain concentration. Key mechanics include its 30-foot range, one action casting time, and the ability to charm multiple targets at higher levels. The spell's charm can end if the subject is harmed or put in a life-threatening situation, and it grants significant social interaction advantages by preventing the charmed creature from attacking the caster.
The host appreciates the spell's strength and thematic intrigue, comparing it to an enhanced "suggestion" spell, noting its strategic value in both combat situations and social manipulation, such as influencing political figures. Additionally, the segment touches on broader spell-casting strategies, including using divination magic to influence outcomes against strong adversaries and employing spells for information gathering. The video encourages viewer interaction and concludes with well-wishes for effective spell-casting.
00:00:00
In this part of the video, the host, Chance, introduces the 20th episode of the third level spell series, focusing on a spell called “Fast Friends.” He notes that this spell is available to bards, clerics, and wizards, and originates from “Acquisitions Incorporated,” a guide not officially under the Wizards of the Coast banner. Hence, players should seek their DM’s approval before using it. Chance explains the spell’s mechanics: it charms a target after a failed wisdom saving throw, making the target follow instructions with a friendly attitude, up to an hour, with concentration required. The spell’s range is 30 feet, casting time is one action, and at higher levels, multiple targets can be charmed. The host briefly mentions loving the spell’s concept of using charm for politics and persuasion.
00:03:00
In this part of the video, the speaker discusses the mechanics and implications of a certain spell. Key points include the spell ending if the activity might cause harm or certain death to the creature, and how the creature can make a wisdom saving throw to end the effect, especially if attacked. The speaker appreciates the spell’s thematic and mechanical interest, noting that it’s a stronger version of the “suggestion” spell. They highlight that the spell can be used in direct combat and that it could be particularly advantageous for divination wizards. The spell also allows for controlling a creature to the point of using its abilities and resources. The speaker is curious about how the spell would function in gameplay, emphasizing the charmed condition, which prevents the charmed creature from attacking the charmer and grants social interaction advantages. The segment concludes by mentioning the potential use of the spell to manipulate political figures.
00:06:00
In this part of the video, the speaker discusses alternative uses for a spell system, focusing on balancing encounters and information gathering. They suggest using divination magic to manipulate dice rolls against a powerful opponent and using spells like “suggestion” or “friend” for acquiring information, depending on the situation. The speaker invites viewers to share their thoughts in the comments and promotes a hand-drawn D&D picture available through a linked source. They conclude with well-wishes for successful spell-casting.
