Here are 5 inconspicuous spells in Dungeons & Dragons that are much stronger than they seem

Blink

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  • Spell level: Level 3
  • Available classes: Sorcerer, Wizard, Artificer, Warlock (Hexblade, Pact of the Archfey, Strix, The Many)
  • Casting time: 1 action
  • Range/Area: 1 mile (40-foot radius)
  • Duration: 1 minute (10 rounds)
  • Damage/Effect: Benefit
  • School of magic: Transmutation
  • Attack/Saving throw: None
  • Components: V, S
  • Spell at DnD Beyond

The “Blink” spell may seem complicated at first and not very useful, yet it is quite powerful. It provides you with nearly impenetrable protection from enemy attacks – simply because you are on the ethereal plane during that time.

After casting the spell, you will roll a d6 at the end of each of your turns for 10 rounds. If you roll a 4 – 6, you disappear from your current plane to the ethereal plane until your next turn and are basically unreachable for your opponents – but also for your allies. Unless they are also on the ethereal plane or have abilities that allow them to affect you.

You can still see your previous plane within a range of 60 feet but cannot interact with it. Additionally, it is shrouded in a gray veil for you. At the beginning of your next turn, you return and can participate in the events again.

This spell is especially suited for spellcasters who want to avoid heavy damage in close combat or annoying area effects. In any case, Blink offers a comparatively low spell slot of level 3 with more defensive benefits than, for example, Mage Armor (via DnD Beyond) or the Shield spell (via DnD Beyond).

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