Faerie fire is a great spell, any way you slice it. Here’s the text from the Basic Rules:
Faerie Fire
1st-level evocation
Casting Time: 1 action
Range: 60 feet
Components: V
Duration: Concentration, up to 1 minute
Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius.
Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can’t benefit from being invisible.
Basic Rules
Faerie fire is good in any combat situation. Under normal circumstances, where you can see your enemies, it provides advantage on attacks. Advantage lets the attacker roll twice and take the higher roll. It increases your odds of hitting. It doubles the chance that you’ll role a critical hit. If you have a caster in a safe place, getting faerie fire cast is a good choice.
It also comes in handy in some more specific scenarios. The one that gets stated in the text of the spell is the effect on invisible creatures. Invisible creatures under the effect of faery fire no longer benefit from invisibility. Normally, attacks on invisible creatures have disadvantage. Under the effects of faerie fire, they are at advantage.
Another situation that can be improved by this spell: fighting in the dark. Creatures affected by the spell shed dim light in a 10 foot radius. Your characters without dark vision will go from being attacked with advantage and having disadvantage against their attackers if they can find them, to having advantage, being able to see the terrain around their targets, and possibly being able to see attack at range with advantage.
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