Spell of the Week – Bane

Bringing your foes low through massive damage or mind-warping illusions is always enjoyable, but few things are as satisfying as the countless petty annoyances that come with a well-applied Bane.

The polar opposite of Bless, this spell causes up to three creatures to make a Charisma saving throw or suffer a 1d4 penalty to all their attacks and saves for the next minute. It’s not the most incredibly powerful ability out there, but with a little bit of luck it can turn the tide of battles and – more importantly – drive enemies utterly wild with rage as their attacks miss by the narrowest of margins.

The two biggest advantages Bane has going for it are that it only requires a first-level slot, and that it targets Charisma. This second part means that it’s incredibly easy to land on beasts, constructs and most non-humanoid monsters. Once you get a few levels under your belt, mindless creatures like the Gelatinous Cube will find it virtually impossible to resist this highly irritating bit of magic.

The only serious downside is that the spell requires concentration, which is a valuable resource that can often be spent on something more productive than annoying a handful of enemies. For example, Hex can effectively irritate one foe while also providing a good boost to damage output.

Beyond that, Bane really is an excellent spell. It’s incredibly slot-efficient and drops a pair of extremely effective debuffs onto a small group of foes. Just beware of the fact that if you begin to rely on it, your DM may also come to realise its effectiveness and let you know what an irritating ability it becomes when you’re the target rather than the caster.


Rating: A

It’s not a particularly flashy ability, but over the course of a battle it can make your enemies truly despise you, and that’s always a good thing.


Bane

Level: First

School: Enchantment

Casting Time: 1 action

Range: 30 feet

Components: V, S, M (a drop of blood)

Duration: Concentration, up to 1 minute

Up to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a D4 and subtract the number rolled from the attack roll or saving throw.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

 

Leave a Reply

Fill in your details below or click an icon to log in:

WordPress.com Logo

You are commenting using your WordPress.com account. Log Out / Change )

Twitter picture

You are commenting using your Twitter account. Log Out / Change )

Facebook photo

You are commenting using your Facebook account. Log Out / Change )

Google+ photo

You are commenting using your Google+ account. Log Out / Change )

Connecting to %s