New Trends in Nearlin Magic Tryouts: Incorporating Technology and Visual Effects

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Hey everyone, Just a quick note to let you know that the new nearlin magic tryouts will be taking place next week. These tryouts are open to all students who are interested in joining the nearlin magic team. For those of you who may not know, nearlin magic is a form of magic that involves manipulating objects and creating illusions using nearlin energy. It is a unique and powerful form of magic that requires both skill and creativity. The tryouts will be held in the school auditorium on Monday and Tuesday evenings. Please make sure to arrive on time and come prepared.


Let’s start by talking about the most unique healing spell Druid gets. Goodberry is an oddball, granting you ten magic berries you can store and dole out within 24 hours to heal anyone for one hitpoint per berry. It’s certainly interesting, arguably the best out-of-combat heal available to you. 10hp is reliably more than cure wounds or healing word will be doing per cast. It’s also your best bet if multiple teammates are down, as 1hp is enough to get them each conscious again. Another nitpicky strat is to burn all your remaining spellslots on goodberry before a long rest. Technically, 8 hours later you can walk around with an entire cornucopia of healing berries on your next adventure.

For a while, I used to cheekily bypass that restriction by using my owl familiar, who can cast touch spells in my stead and often had nothing better to do in combat. Your damage output in beast form is going to be on the weak side, compared to the full-melee classes, but every attack that it soaks up is an attack that you won t have to spend resources healing later - all that damage just falls off when you shift back.

Druidic healing spell

Please make sure to arrive on time and come prepared. You will need to bring any props or equipment that you may need for your auditions. During the tryouts, each participant will have the opportunity to showcase their magical abilities in front of a panel of judges.

D&D: Comparing Druid’s Healing Spells

Druid is the second-best healer in the game behind Cleric. This means you should be bringing at least one healing spell to the party. But which one should you prepare? Should you take more than one? Let’s find out! (As always, this guide is designed for early-level players, so we’re only covering the healing spells below 4th level.)

(Author’s note: To read about the one shapeshift form that can heal teammates, check out this article. I would not consider it a meaningful source of healing compared to your spells.)

1. Goodberry

Let’s start by talking about the most unique healing spell Druid gets. Goodberry is an oddball, granting you ten magic berries you can store and dole out within 24 hours to heal anyone for one hitpoint per berry. It’s certainly interesting, arguably the best out-of-combat heal available to you. 10hp is reliably more than cure wounds or healing word will be doing per cast. It’s also your best bet if multiple teammates are down, as 1hp is enough to get them each conscious again. Another nitpicky strat is to burn all your remaining spellslots on goodberry before a long rest. Technically, 8 hours later you can walk around with an entire cornucopia of healing berries on your next adventure.

In practice, though, I have to admit I usually don’t prepare this spell. I’ve never seen a GM track rations closely enough to care about the nourishment part, and the party usually has enough healing abilities to put goodberry to shame. My primary job when healing is usually to revive a teammate in combat, and any other support spell will do a better job of that. Case in point…

2. Cure Wounds

Cure wounds is the archetypical D&D healing spell, the baseline everything else will be compared to. 1d8+Wisdom is a perfectly-fine amount of healing, with the main downside being the requirement that you’re close enough to touch your target. For a while, I used to cheekily bypass that restriction by using my owl familiar, who can cast touch spells in my stead and often had nothing better to do in combat. But eventually I stopped and switched to healing word anyway because…

3. Healing Word

healing word (the spell you’re supposed to use for ranged healing) is a bonus action, whereas cure wounds costs an action. Druids don’t really use their bonus action regularly, so I just found it a lot easier to weave healing word into combat without sacrificing my turn. Sure, 1d4+Wisdom is a lot less healing, but its good enough to get somebody back on their feet, which is your usual job as a healer. And, (owl shenanigans aside), ranged healing is simply more versatile than touch healing. But once I leveled up enough, healing word also bit the dust in favor of…

4. Healing Spirit

Healing spirit is the best druid healing spell, hands down. I cannot recommend it enough. Sure, it costs a 2nd-level spellslot, but you’re gonna get an insane amount of healing from it (and it’s still a bonus action!) You summon a spirit that hovers wherever you placed it and automatically heals anyone under it for 1d6 per round up to 1+Wisdom times. In combat, this is perfect for reviving a downed teammate, not to mention other allies can pass under it and get some heals as well. Out of combat, you can all form a conga line and take turns. And if that’s not enough, you can use your bonus action to move it up to 30 feet! This is just a really versatile style of healing, and pretty much the only healing spell I ever prepare.

5. Lesser Restoration

I figure I should probably mention lesser restoration even though it’s not technically a healing spell. With a touch, you can automatically cure anyone suffering from disease, blindness, deafness, paralysis, or posion. These are all seriously annoying status effects, and D&D doesn’t have many easy ways to remove them. Somebody in the party should really have this prepared, though I openly confess that person is usually not me. All things considered, it’s pretty rare to encounter these status effects at lower levels. But at higher levels, once you have tons of spellslots, you really should consider taking this. It may not come into play often, but you’re gonna regret not having it when the time comes.

The main thing to keep in mind is that D&D 5e doesn’t have ‘dedicated healers.’ There aren’t really “tank, support, DPS” mindsets, and nobody should be healing 24/7, not even Clerics. Healing is mostly important for getting an unconscious ally back on their feet, or topping yourself off using an otherwise-wasted bonus action. In most situations, it’s more important to deal damage to the enemy and remove them from the board faster. But that doesn’t mean you want to skive on being prepared. And picking the right healing spells is a huge part of that!

New nearlin magic tryouts

They will be looking for a variety of skills, including the ability to perform spells with precision, create captivating illusions, and use nearlin energy effectively. If you are interested in trying out for the nearlin magic team, please sign up on the sheet outside the auditorium. Make sure to include your name and contact information so that we can reach you with any updates or additional information. We encourage all students who are interested in magic to give it a try. Even if you are new to nearlin magic, this is a great opportunity to learn and grow your skills. Remember, there is no need to be an expert to try out – enthusiasm and a willingness to learn are all you need! If you have any questions or concerns, please feel free to speak with Mr. Johnson, the magic club advisor. He will be happy to assist you and provide any guidance you may need. We look forward to seeing all of your amazing magical talents at the new nearlin magic tryouts! Best of luck, The Magic Club.

Reviews for "Nearlin Magic Tryouts and Social Media: Influencing a New Generation of Magicians"

1. John - 1/5 stars - I was really excited to attend the "New nearlin magic tryouts" as I had heard great things about it. However, I left extremely disappointed. The tryouts were disorganized and chaotic. The event started over an hour late, and the staff seemed unprepared and unprofessional. The performances were lackluster and it felt like the magicians didn't put much effort into their acts. Overall, it was a complete waste of time and money. I wouldn't recommend anyone to attend.
2. Sarah - 2/5 stars - I had high hopes for the "New nearlin magic tryouts," but unfortunately, it fell short of my expectations. The venue was cramped and uncomfortable. It was hard to see the performances from where I was sitting. Additionally, the overall vibe of the event was very lackluster and uninspiring. The magicians seemed unenthusiastic, and their tricks were predictable and unimpressive. While I appreciate the effort to bring new talents to the forefront, this event did not showcase any exceptional magic acts. Disappointing experience.
3. Mike - 2/5 stars - I attended the "New nearlin magic tryouts" hoping to be amazed by some incredible magic performances. However, I was left underwhelmed and unimpressed. The show lacked creativity and originality. It felt like a rehash of the same old magic tricks that have been done countless times before. The performers seemed amateurish and their execution was flawed. Overall, it was a forgettable experience that didn't live up to its promises. I wouldn't recommend it to anyone looking for an extraordinary magic show.
4. Emily - 1/5 stars - The "New nearlin magic tryouts" was one of the worst magic shows I've attended. The performances were lackluster, and the magicians seemed unprepared and disinterested. The tricks were easily predictable, and there was no wow factor. The show lacked any sort of excitement or energy and felt like a waste of time. I would advise others to save their money and look for a different magic event that delivers a more enjoyable and captivating experience.

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