Level 3 Transmutation spell available to Sorcerers and Wizards. Slows up to six enemies: halved movement, minus 2 Armour Class, no Reactions, and only one Action or Bonus Action a turn rather than both. It is Haste in reverse, aimed at the whole enemy team.
Spell description: Alter time around up to 6 enemies to Slow them. They won’t get far, they can’t do much, and they’re easier to hit.
Spell properties
- Range: 18m (60ft)
- Area: Up to 6 targets
- Duration: 10 turns
- Concentration spell
- Save: WIS save
- Conditions applied: Slowed
- Cost: Action + Spell Slot
- Recharge: Per action
Spell upcasting
Casting Slow at higher levels provides no additional benefits.
How to obtain Slow
- Sorcerer, Wizard at Class level 5
Source item: Scroll of Slow
SLOW
Level 3 Transmutation SpellAlter time around up to 6 enemies to Slow them. They won’t get far, they can’t do much, and they’re easier to hit.
On save: The creature is not Slowed.
CONDITION: SLOWED
Condition: Slowed
- Movement Speed is halved.
- The creature suffers a penalty to Armour Class and Dexterity Saving Throws.
- It cannot take Reactions.
- It can take an Action or a Bonus Action on its turn, but not both.
When to cast Slow
Six targets is the number that matters. Most Level 3 control spells handle one enemy. This one halves the effectiveness of an entire enemy party for ten turns, and unlike Hypnotic Pattern it does not break when you hit them.
That last point is the argument for taking it over Hypnotic Pattern. Slow lets your party attack freely. Hypnotic Pattern punishes them for it. If your party is full of people who like hitting things, Slow is the one that actually gets used.
Losing Reactions is quietly enormous. No opportunity attacks means your Rogue walks wherever they like, and enemy Counterspells stop happening.
It is a Wisdom save and it is Concentration, so expect a couple to resist and protect the caster afterwards. Even landing it on three of six is usually a fight-winning turn.
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