Spell Revamp v0.5.3 #
Notes:
Summon Spells:
Unless the functioning of the summon is a key component of its use (i.e. if it is required to act first in the initiative order, etc) all summoned creatures and similar effects act immediately after you in turn order, and will take the dodge action and move unless you command them as a bonus action. Summons that are more autonomous and are able to attack or act on their own will still do that instead of dodging.
All Spells:
Check the school to see if there's a more fitting one.
Remove the WotC names.
Warlock Spells:
Should likely all have upcast benefits even if not listed.
Smite Spells:
No longer spells, now will be part of the Paladin Divine Smite Class Feature.
Some General Philosophy:
- Spells should NEVER be automatic passes, SOMEONE should want to use a spell. I.e. 5e True Strike = always no thanks!
- Spells should NEVER be automatic picks. Spells should be options, not necessities. I.e. 5e Shield = always yes please!
- A Spells name should NEVER be misleading. I.e. 5e Find Traps = "You don't learn the location of each trap". Why!?!?!?
- Spells should be clear in capability. I.e. 5e Phantasmal Force = Player wants a tentacle to wrap around their target, but the tentacle does not apply a grapple, or restrained condition. So does the target treat the illusion as it being real or not???? Or a big purple cube around the target? The target isn't blinded, or restrained, but if it treats the cube as real then surely it's trapped right? Too much detail in spells like this, while still being too vague.
- Spells should make the game more fun. I.e. Tiny Hut is too good, it is neigh unfalable removing challenge.
- Saving Throws should mean something. I.e. Heat Metal = Succeeding on the Save means essentially nothing to the target.
- Spells shouldn't be over-complicated. I.e. Magic Jar = 6 Paragraphs sucks, and still rules are unclear.
- Spell text should be consise. I.e. Hunger of Hadar = A "Sphere of Blackness", is this Magical Darkness? Just say so.
- Don't trick the player. I.e. Identify = Spell should state in spell text (NOT DMG) that it doesn't reveal curses.
- Don't make players hunt for stat-blocks. I.e. Just provide good templates, PCs picking the same stat-blocks because they're good isn't actually having "options", the novelty of those options will wear off far faster than you think.
- Don't clutter initiative. I.e. Conjure Animals etc = Just a terrible slog to track, it's awful.
Removing Spells from spell lists #
Note:
This doesn't mean removing them from the GAME, but rather they should be reserved for items and other things.
- Wish: Plain and simple this spell is too strong even at 9th level, it is unmitigated and only kept in line by the DM themselves.
- Revivify: This spell outright kills the TENSION of potential player death, assuming players are getting money and are willing to spend it to bring back their companion (They will do this in all scenarios except when PCs WANT to change character).
Functional/Ruling Changes #
Legend:
~B = Planned buff
~NL = Nerf Likely needed (This mark should only appear on spells not yet changed).
~R = This spell should likely just be removed (Often saved for spells that diminish the overall experience).
^ Could also be considered non-official such that it's more of a use at your own risk/not recommended type deal.
~BN = This spell is basically brand new
(New) = New Line, Feature, or Effect for the spell (does not replace existing effects/text).
(Rework) = Rework Feature or Effect of the spell (replaces the noted existing effects/text).
(Change) = Cleaned up spell balance, loop holes, or other wording.
Acid Arrow
- ~B
- (Rework) Formerly “M-'s Acid Arrow”
- 4d4 acid damage when you cast the spell as the acid splashes them.
- If you hit the target they take 4d4 acid damage at the end of their next turn as well.
- Issue: Compensation damage on a miss is nearly irrelevant. Secondary damage is also nearly irrelevant.
Agonizing Scorcher
- ~B
- (Change) Formerly “A’s Scorcher”
- Issue: No names! :)
Aid
- ~B
- (Rework) Now provides Temporary Hit Points instead of Maximum Hit Points.
- Each Target Receives 10 Temporary Hit Points.
- At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the temporary hit points a target gains increase by an additional 5 for each slot level above 2nd.
- Issue: Removing max HP increase Loophole that fills niche of Mass Healing Word.
Alter Self
- ~B
- (Rework) Natural Weapon is based on casting ability score.
- You may choose multiple alterations at once.
- Issue: Concentration is a high cost. The Natural Weapon is not very good for a 2nd level spell.
Animate Objects
- ~NL
- (Rework) All attacks made by the objects are based on Strength regardless of the size of the object.
- Issue: Too powerful. Action economy Abuse. Tiny object is overtuned.
- (Summon spells often don’t add bulk because for them to act the caster basically gives the summoned entity their turn)
Arms of Darkness
- ~B
- (Change) Formerly “Arms of H”
- Issue: No names! :)
Barkskin
- ~BN
- (Rework) Casting Time: Bonus Action.
- You touch one willing Creature to protect it with regenerating bark. Until the Spell ends, the target’s skin assumes a bark-like appearance, and at the start of each of the target’s turns, the target gains a number of Temporary Hit Points equal to your Spellcasting Ability Modifier plus your Proficiency Bonus.
- At Higher Levels. For every slot level above 2nd you can target one additional willing Creature.
- Issue: Uninspiring for a 2nd level spell, in most cases didn’t provide a boost.
Binding Ice
- ~B
- (Change) Formerly “R’s Binding Ice”
- Issue: No names! :)
Blade of Disaster
- ~B
- (Rework) Formerly “M-'s Sword”
- Casting Time of 1 Bonus Action.
- No costly component.
- Grants one attack as part of the Bonus Action to cast the spell.
- Damage now 4d12 force damage instead of 3d10.
- This attack scores a critical hit if the number on the d20 is 18 or higher. On a Critical Hit, the blade deals an extra 8d12 force damage (for a total of 12d12 force damage).
- At Higher Levels. When you cast this spell at 9th level you make one additional attack as part of casting the spell and on subsequent Bonus Actions.
- The blade can harmlessly pass through any barrier, including a Wall of Force.
- Issue: Just worse damage than the nerfed PT-SW (upcast) with no upside. Really bad spell.
- Should have just been Blade of Disaster all along.
Blight
- ~B
- (Buff) You may target up to eight Creatures of your choice that you can see within range.
- Issue: Weak option at level 4, worse than other damaging spells offered at level 3.
Caustic Brew
- ~B
- (Change) Formerly “T’s Caustic Brew”
- Issue: No names! :)
Colour Spray
- ~B
- (Rework) Constitution Save on targets in area.
- At Higher Levels. For every slot level above 1st add 5ft to the range of the cone.
- Issue: Starts weak and doesn’t scale well, enemy HP based CC (like sleep) is needlessly clunky.
Compelled Duel
- ~B
- (Rework) You can attack other Creatures.
- They cannot move away from you.
- At Higher Levels. For every slot level above 1st you may target one additional target.
- Issue: Single target only. You have more restrictions than the target. They can move away from you. And more.
Comprehend Languages
- ~R/NL
- Issue: It is no longer important to know Languages in this campaign
- (Also it’s a ritual spell come on, at least something like Knock has a cost/risk (knock makes a loud noise))
Conjure Animals
- ~BN
- (New) Duration: Concentration, up to 10 minutes.
- You summon nature spirits that take the form of a Large swarm of spectral animals in an unoccupied space that you can see within range. The swarm lasts for the duration, and you choose the animal form of the spirits, such as wolves, serpents, or birds. The swarm does not occupy its space.
- When a Creature hostile to you enters a space within 10 feet of the swarm for the first time on a turn or starts its turn there, you can make a melee spell attack against that Creature. On a hit, the target takes Radiant damage equal to 2d8 plus your spellcasting ability modifier.
- You have Advantage on Strength saving throws while you’re within 10 feet of the swarm, and when you move on your turn, you can also move the swarm up to 30 feet to an unoccupied space you can see.
- At Higher Levels. When you cast this spell using a spell slot of level 4 or higher, the damage increases by 1d8 for each slot level above 3.
- Issue 1: Too powerful for the level. Abuses the action economy. Bogs down gameplay. Litters initiative order.
- Issue 2: Makes bulky ass combat and more, massive pain point. Also Summon Beast exists.
- (Summon spells often don’t add bulk because for them to act the caster basically gives the summoned entity their turn)
- Issue 3: Deprecated classification “Conjure X”. Replaced by Summon Variant.
Conjure Celestial
- ~BN
- (New) Casting Time: Action.
- Duration: Concentration, up to 10 minutes.
- You summon the protective presence of a Celestial spirit, which manifests as a pillar of divine light that shines in a 10-foot-radius, 40-foot-high Cylinder centered on a point within rage. Until the spell ends, Bright Light fills the Cylinder, and when you move on your turn, you can also move the Cylinder up to 30 feet.
- When a Creature enters the Cylinder for the first time on a turn or starts its turn there, you can bathe that Creature in one of the following lights:
- Healing Light. The Creature that isn’t and Undead or a Construct regains Hit Points equal to 4d10 plus your spellcasting modifier. A Creature can be healed by this light only once per casting of this spell.
- Searing Radiance. The Creature must make a Dexterity saving throw, taking 8d10 Radiant damage on a failed save or half as much damage on a successful one.
- At Higher Levels. When you cast this spell using a spell slot of level 8 or higher, the healing and damage increase by 1d10 for each slot level above 7.
- Issue 1: Couatl is overtuned because of spells and change shape.
- Also no real reason to have Summon Celestial AND Conjure Celestial but w/e
- Issue 2: Deprecated classification “Conjure X”. Replaced by Summon Variant.
Conjure Elemental
- ~BN
- (New) Casting Time: Action.
- Range: 60 feet
- Duration: Concentration, up to 10 minutes.
- No Material Component Require.
- You summon an Elemental spirit that fills a 10-foot Cube within range. The spirit lasts for the duration and is composed of air, earth, fire, or water (your choice) when you cast the spell. The spirit does not occupy its space.
- When a Creature hostile to you enters a space within 5 feet of the spirit, you can make a melee spell attack against that Creature. On a hit, the target takes 8d8 damage of a type determined by the spirit’s element: Bludgeoning (earth), Cold (water), Fire (fire), or Lightning (air). If the target is a Large or smaller Creature, it is also pulled into the Cube and has the Restrained condition. At the start of each of its turns, the target must make a Strength saving throw against your spell save DC. On a success, the target frees itself. On a failure, the target takes 4d8 damage of the same type as the spell attack. The spirit can have only one Creature restrained at a time.
- At Higher Levels. When you cast this spell using a spell slot of level 6 or higher, the damage increases by 2d8 for each slot level above 5.
- Issue: Deprecated classification “Conjure X”. Replaced by Summon Variant.
Conjure Fey
- ~BN
- (New) Casting Time: Action.
- Range: 60 feet
- Duration: Concentration, up to 10 minutes.
- You summon the awesome presence of a Medium Fey spirit in an unoccupied space you can see within range. The spirit lasts for the duration, and it looks like a Fey Creature of your choice. The spirit does not occupy its space. When the spirit appears, you can immediately make one melee spell attack against a Creature within 5 feet of the spirit. On a hit, the target takes Psychic damage equal to 6d12 plus you spellcasting ability modifier, and the target must succeed on a Wisdom saving throw or gain the Frightened condition until the start of your next turn.
- As a Bonus Action on your turns, you can teleport the spirit to an unoccupied space you can see within 30 feet of the space it left and repeat the attack against a Creature within 5 feet of it.
- At Higher Levels. When you cast this spell using a spell slot of level 7 or higher, the damage increases by 1d12 for each slot level above 6.
- Issue: Deprecated classification “Conjure X”. Replaced by Summon Variant.
Conjure Minor Elementals
- ~BN
- (New) Casting Time: Action
- Range: Self (15-foot radius)
- Duration: Concentration, up to 10 minutes.
- You summon elemental spirits that flit around you for the duration. Until the spell ends, once on your turn, an attack you make deals an extra 4d8 damage when you hit a Creature within 15 feet of you. This damage is Bludgeoning, Cold, Fire, or Lightning (you choice when you make the attack).
- In addition, the ground within 15 feet of you is Difficult Terrain for your enemies.
- At Higher Levels. When you cast this spell using a spell slot of level 5 or higher, the damage increases by 2d8 and the range of Difficult Terrain increases by 5 feet for each slot level above 4.
- Issue: See Conjure Animals.
Conjure Woodland Beings
- ~BN
- (New) Casting Time: Action.
- Range: Self (10-foot radius)
- Duration: Concentration, up to 10 minutes.
- You summon nature spirits that flit around you for the duration. Until the spell ends, each Creature you choose that enters a space within 10 feet of you for the first time on a turn or starts its turn there must make a Wisdom saving throw, taking 4d8 Force damage on a failed save or half as much damage on a successful one.
- In addition, you can take the Disengage action as a Bonus Action for the spell’s duration.
- At Higher Levels When you cast this spell using a spell slot of level 5 or higher, the damage increases by 1d8 for each slot level above 4.
- Issue 1: See Conjure Animals. + Spellcasting explosions.
- Issue 2: Deprecated classification “Conjure X”. Replaced by Summon Variant.
Control Weather
- ~B
- (Rework) Change begins immediately up to 1 level per table, plus 1 more every 10 minutes.
- Issue: Ridiculously slow to take effect.
Counterspell
- ~NL/BN
- (Rework) Casting Time: Reaction, which you take when you see a Creature within 60 feet of you casting a spell with Verbal, Somatic, or Material Components.
- You attempt to interrupt a creature in the process of casting a spell. The creature must make a Constitution saving throw. On a failed save, the spell dissipates with no effect, and the action, Bonus Action, or Reaction used to cast it is wasted. If that spell was cast with a spell slot, the slot isn’t expended.
- Issue: I mean, it needed it.
Create Food and Water
- ~R/NL
- Issue: Trivializes survival gameplay
- (May function fine in Gritty Realism resting, but in standard resting it’s basically Goodberry but with water and +5 targets)
Crown of Madness
- ~B
- (Rework) Target of the spell can attack itself.
- Issue: Too easy to avoid the spell effect.
Cure Wounds
- ~B
- (Buff) Double dice to 2d8. 2d8 At Higher Levels as well.
- Issue: 4.5 + mod average even at low levels isn’t very inspiring, 9 + mod average is much more impactful.
Daylight
- ~B
- (Buff) Counts as Sunlight.
- Issue: Why is it called Daylight if the light doesn’t count as sunlight against Drow or Vampires!?
Disintegrate
- (Change) If this dmg reduces you to 0hp you are instantly killed.
- Issue: Loopholes
Dragon’s Stride
- ~B
- (Change) Formerly “A’s Stride”
- Issue: No names! :)
Dream
- ~B
- (Rework) Spell gains the ritual tag.
- Issue: When you cast, you gamble that the target is asleep.
Earthen Grasp
- ~B
- (Change) Formerly “M’s Earthen Grasp”
- Issue: No names! :)
Eerie Tentacles
- ~NL
- (Rework) Formerly: “E-'s Black Tentacles”
- If you leave the spell area you no longer take damage from the spell and are no longer restrained.
- First save takes place at the start of the Creature’s turn, another save at the start of each turn.
- Ability check action removed.
- Issue: No repeated saving throw. Poor wording.
Faithful Hound
- ~B
- (Change) Formerly “M’s Faithful Hound”
- Issue: No names! :)
Fear
- ~NL
- (Rework) The frightened Creature gets a saving throw at the end of each of their turns, ending the effect on a success.
- Issue: No repeat saving throw (unless caster out of line of sight)
Feeblemind
- ~NL
- (Rework) Make duration “Until Dispelled” so that Dispel Magic works.
- Look into how dispel magic works
- Issue: Can be too punishing to a Player Character.
Find Traps
- ~B
- (Rework) Remove the last line about merely revealing that a trap is present.
- You learn the location of each trap.
- Issue: It didn’t find traps…
Flame Blade
- ~B
- (Rework) Damage is now 3d10 fire damage base.
- At Higher Levels. For every two slot levels above 2nd, the damage increases by 1d10.
- Issue: Damage is too low compared to other options.
Floating Disk
- ~B
- (Change) Formerly “T’s Floating Disk”
- Issue: No names! :)
Forcecage
- ~R/NL
- (Rework) Each wall has an AC of 15 and Hit Points of 240.
- Issue: See Wall of Force (but worse because no concentration).
Freezing Sphere
- ~B
- (Change) Formerly “O’s Freezing Sphere”
- Issue: No names! :)
Frost Fingers
- ~B
- (Buff) Now deals 3d8 Cold Damage.
- Issue: Damage was worse on average than Burning Hands, despite targeting a worse save.
Geas
- ~B
- (Rework) “While the Creature is charmed by you, it takes 5d10 psychic damage each time it acts in a manner directly counter to your instructions, but no more than once each minute.”
- Note: Can take the 5d10 again after one minute has passed.
- Issue: If the target ignores your commands it takes 5d10 psychic damage 1/day which is survivable for most things.
Giant’s Grasp
- ~B
- (Change) Formerly “B’s Hand”
- Issue: No names! :)
Goodberry
- ~R/NL
- (Rework) These berries provide negligible to no nourishment.
- At Higher Levels. For each slot level above 1st you create 5 additional berries.
- Issue: Trivializes survival gameplay
- (Might be better to remove)
Grasping Vine
- ~B
- (Rework) Large or smaller targets gain the grappled and prone conditions (DCs = Spell Save DC).
- If the grappled condition is removed the vine targets another Creature.
- Issue: Too weak for the level.
Guidance
- ~B
- (Rework) Casting Time: Reaction, when an ally within 5 feet fails an Ability Check.
- Allows the ally to add a +2 to the result.
- Issue: Original was too annoying in play because it was interruptive and always usable.
Hail of Thorns
- ~B
- (Rework) No concentration.
- Bonus action is taken when you hit a creature with an attack with a ranged weapon. (Instantaneous)
- Issue: Not worth concentration. Should work like smite spells.
Heat Metal
- ~NL
- (Rework) No saving throw.
- No disadvantage imposed.
- Damage is automatic at the start of a creature’s turn.
- Issue: The effect is too powerful for not having a saving throw,
- Also a few things don’t make sense (like why even have the save? I doesn’t stop the damage…).
Healing Word
- ~B
- (Buff) Double dice to 2d4. 2d4 At Higher Levels as well.
- Issue: See Cure Wounds (Though note Healing Word is ranged and a bonus action so it is intentionally less potent)
Hideous Laughter
- ~B
- (Change) Formerly “T’s Hideous Laughter”
- Issue: No names! :)
Horrid Wilting
- ~B
- (Change) Formerly “A’s Horrid Wilting”
- Issue: No names! :)
Hunger of Darkness
- ~B
- (Change) Formerly “Hunger of H”
- Issue: No names! :)
Hunter’s Mark
- ~B
- (Change) No longer a spell see Half-Caster Class Revamp.
- Issue: Weaker than other available action choices
Hypnotic Pattern
- ~NL
- (Rework) Add a saving throw at the end of an affected creature’s turn, ending the effect on a success.
- Issue: No repeat saving throw.
Identify
- ~B
- (Change) Add line, “This spell does not reveal whether or not an item is cursed”.
- Issue: Why would you try and trick the Players with the MECHANICS THEMSELVES!?!? Bad!
Immolation
- ~B
- (Buff) The target takes 10d6 Fire Damage on a failed save, or half as much on a success.
- Regardless of if the target failed their save, if you concentrate on the spell then targets take 10d6 Fire Damage on a failed save, or half as much on a success. On a success the spell ends.
- Issue: A 5th level spell that targets a single Creature shouldn’t be worse than a 3rd level spell that is also an AoE.
Incendiary Cloud
- ~B
- (Rework) No save for entering the cloud or ending your turn there.
- The cloud moves in a direction you choose. (Clarifying previous version)
- Issue: Damage is too low.
Instant Summons
- ~B
- (Change) Formerly “D’s Instant Summons”
- Issue: No names! :)
Irresistible Dance
- ~B
- (Change) Formerly “O’s Irresistible Dance”
- Issue: No names! :)
Jump
- (New) Casting Time: Bonus Action.
- Upcasting. When you cast this spell using a 2nd level slot or higher, you may target one additional creature for every one slot level above 1st.
- Issue: Jumping rules made this spell less useful that it should be
Legend Lore
- ~B
- (Rework) Spell can be cast on any person, place, or object.
- Also remove the section about giving the information in cryptic language.
- Issue: Restriction on who or what is an applicable target is poorly defined and causes the risk of a wasted 5th level spell.
- Let’s be real as well, if you’re spending at least 250gp to cast the spell (450gp on a first cast) then the information should be decent, GM/Directors should operate at their own discretion but the mechanics need not encourage spell waste.
Lightning Arrow
- ~B
- (Rework) No longer concentration.
- Bonus action taken after hitting.
- The Weapon’s Damage for this attack is 4d8 Lightning Damage.
- Issue: Not worth concentration. You cast before you know if you hit. 4d8 lightning damage ignores all modifiers.
Magic Aura
- ~B
- (Change) Formerly “N’s Magic Aura”
- Issue: No names! :)
Magic Jar
- ~NL/Buff
- (Rework) “The only action you can take is to end the spell, or attempt to possess a humanoids body by projecting your soul up to 100 feet out of the container, when you posses a Creature this spell ends and you return to your own body and the host body’s soul returns to it if any of the following occur: The host body dies, container destroyed, Body is successfully possessed by another Creature, the body ceases to be a humanoid, you end the spell as an action, or if the spell ends for any reason.”
- If the spell ends you return to your original body, no save, no range limit.
- If the Creature has the spellcasting trait or the ability to change shape you cannot use those traits.
- If the host’s body is dead when the spell ends, they die.
- If your host body is dead when the spell ends, you die.
- When the spell ends, the container is destroyed.
- Issue: Super complicated. Ripe for abuse. Needlessly convoluted.
Magnificent Mansion
- ~B
- (Change) Formerly “M’s Magnificent Mansion”
- Issue: No names! :)
Mass Cure Wounds
- ~B
- (Buff) 3d8 -> 5d8
- Issue: See Cure Wounds
Mass Healing Word
- ~B
- (Buff) 1d4 -> 3d4.
- Issue: See Cure Wounds
Mind Whip
- ~B
- (Change) Formerly “T’s Mind Whip”
- Issue: No names! :)
Minute Meteors
- ~B
- (Change) Formerly “M’s Minute Meteors”
- Issue: No names! :)
Mischievous Surge
- ~B
- (Change) Formerly “N’s Mischief”
- Issue: No names! :)
Otherworldly Guise
- ~B
- (Change) Formerly “T’s Otherworldly Guise”
- Issue: No names! :)
Pass Without Trace
- ~R/NL
- (Rework) +4 to Sneak Checks.
- At Higher Levels. For each slot level above 2nd used the bonus to Sneak Ability Checks is increases by +1.
- Issue: Trivializes stealth gameplay
- (Might be better to remove)
- (Also steps on the toes of the skill check/expert design space)
Phantasmal Killer
- ~B
- (Rework) Target takes 6d10 psychic damage and is frightened on a failed save and half as much damage on a success.
- Save at the end of each of their turns to end the frightened condition, taking 6d10 psychic damage on a failed save.
- Issue: Must fail two saving throws to even take damage. Upcasting likely does nothing. With one failed save, worse than a 3rd level spell.
Planar Ally
- ~NL
- (Rework) Summons an Elemental, Cambion, or Unicorn.
- Give it a task, it tries to complete the task.
- Duration 24 Hours (concentration).
- Spell ends if task is completed or if Creature falls to 0 HP.
- Issue: Too powerful. Abusable. Gold cost is bad balance. XP potential loss is bad design, and not compatible with milestones.
Platinum Shield
- ~B
- (Change) Formerly “F’s Platinum Shield”
- Issue: No names! :)
Polymorph
- ~NL
- (Rework) When you prepare this spell you may select 3 Beasts whose challenge rating is equal or less than your level.
- When you cast the spell and choose your target you may choose one of the three Beasts that you will polymorph them into.
- You may change your selection of Beasts on a Short or Long Rest.
- Unwilling Creature may repeat the saving throw at the end of each of their turns, the spell ends on a successful save.
- The spell also ends if they take damage.
- Polymorphed Creature does not replace Hit Points or Saving Throws.
- Issue: Too powerful. Hunting stat blocks during combat. Can be used in place of healing. No repeated saving throw.
Power Word Fortify
- BN
- Level 7 Enchantment (Bard, Cleric)
- Casting Time: Action
- Range: 60 feet
- Component: V
- Duration: Instantaneous
- You speak a word of power that fortifies up to six Creatures you can see within range. The spell bestows 120 Temporary Hit Points, which are divided equally among the spell’s recipients.
Power Word Heal
- ~B
- (Buff) Remove S Component
- Spell Removes Dazed Condition
Power Word Pain
- ~B
- (Buff) The target no longer needs to have 100 Hit Points or fewer.
- The target is no longer unaffected if it is immune to being charmed.
- The target also takes 4d6 Psychic Damage if it chooses to use its action while effected by this spell.
- Issue: This spell as written was not truly strong enough to be a 7th level option.
Prismatic Spray
- ~B
- (Rework) “For each target, roll 2d6 to determine which colour rays affect it. If you roll doubles for a target they are affected by the violet ray as well as the corresponding colour rolled.”
- Remove 8th “Special” option, Violet Ray no longer needs a number.
- Issue: Randomness reduces effectiveness. Every ray is weak for the level.
Prismatic Wall
- ~NL
- (Rework) You can only be affected by each layer once on a turn.
- Issue: Potential infinite damage with grapple/drag
Private Sanctum
- ~B
- (Change) Formerly “M’s Private Sanctum”
- Issue: No names! :)
Produce Flame
- ~B
- (Rework) Range of 60ft.
- 30ft Bright Light, 30ft Dim Light
- If you throw the flame a new flame appears in your hand until dismissed for free.
- Issue: Poor range of 30ft. Secondary effect is weak. You lose the secondary effect if you attack.
Psychic Lance
- ~B
- (Change) Formerly “R’s Psychic Lance”
- Issue: No names! :)
Ray of Enfeeblement
- ~B
- (Rework) If you hit, target has disadvantage on Strength checks, Strength saving throws, and attacks for the duration.
- No half damage on strength thing, no saving throw for effect.
- Issue: Clunk to use mechanic. Weak mechanically. Slows down the game.
Ray of Sickness
- ~B
- (Rework) Damage is now 3d8 poison damage base.
- Issue: One round of poison (on a save) is not worth all the nerfs this gets compared to other ranged attack spells (like Chromatic Orb).
Resilient Sphere
- ~B
- (Change) Formerly “O’s Resilient Sphere”
- Issue: No names! :)
Resistance
- ~B
- (Rework) Casting Time: Reaction, when an ally within 5 feet fails a Saving Throw
- Allows the ally to add a +2 to the result.
- Issue: Original was too annoying in play because it was interruptive and always usable.
Secret Chest
- ~B
- (Rework) Formerly “L-'s Secret Chest”
- You no longer roll after 60 days per day to see if you lose the chest/contents.
- Issue: Haha you rolled bad and now your stuff is gone! :)
See Invisibility
- ~B
- (Change) You can see Creatures that have the Invisible Condition.
- Issue: Loopholes
Shapechange
- ~NL
- (Rework) You may cast your spells in the new form, but cannot access the spells or spellcasting trait of the selected form.
- Unless the spell ends, you may not use any Spell, Feature, or Trait that allows you to change your shape other than this spell.
- Issue: Abusable traits on available forms and super weird interactions if multiple form changes are stacked.
Shield
- ~NL
- Affects only the Triggering Attack or Magic Missile Spell
- I.e. Duration Instantaneous
- Issue: +5 AC for the round seems like a LOT
- (Compare it to shield of faith for instance; +2 AC for 10 minutes, on CONCENTRATION costing a BONUS ACTION)
- (Also casters having on demand higher AC than Martials feels off)
Silvery Barbs
- ~R/NL
- (Rework) Now a 2nd Level spell. Range reduced from 60ft to 30ft.
- Issue: Annoying as hell for DMs and players too (effectively eliminates critical hits from the game)
- (It’s also antagonistic towards the DM or Players (not the PCs/NPCs, the Players/DM themselves))
Simulacrum
- ~NL
- (Rework) If the Target is unwilling then they get a Wisdom Saving Throw.
- Target’s original form must be Humanoid or Beast.
- The Simulacrum cannot cast spells or change shape.
- The Simulacrum can’t benefit from short or long rests.
- The Simulacrum is immune to exhaustion.
- Can only recover HP via alchemical lab.
- Issue: Complicated and easily the most broken spell in the game.
- Infinite cheese and honestly even the intended purpose seems too much
- (Pseudo permanence is insane, doubling yourself is insane)
- (Is this spell fun?)
Sleep
- ~NL
- (Rework) Target 1 creature within 90 feet.
- They fall unconscious if they fail a Constitution Saving Throw.
- They Repeat the save at the end of each of their turns to end effect. (effect also ends using the default conditions)
- At Higher Levels. target 1 additional creature per spell slot level above 1st.
- Issue: The 5d8 vs HP mechanic throws the balance of this spell out of whack.
Snowball Swarm
- ~B
- (Change) Formerly “S’s Snowball Swarm”
- Issue: No names! :)
Sorcerous Burst
- ~New
- Cantrip Evocation (Sorcerer)
- Casting Time: Action | Range: 120 feet | Component: V, S | Duration: Instantaneous
- Target one Creature or Object within range. Ranged attack roll against the target. On a hit, the target takes 1d8 damage.
- Whenever you roll an 8 on a d8 for this spell it explodes allowing you to roll another d8 and add it to the total damage.
- You may choose the damage type of this spell when you cast it: Acid, Cold, Fire, Lightning, Poison, Psychic, or Thunder.
- Cantrip Upgrade. This spell’s damage increases by 1d8 when you reach level 5 (2d8), 11 (3d8), and 17 (4d8).
Spike Growth
- ~NL
- (Rework) 2d4 damage changed to 1d6.
- A Creature cannot take more than 3d6 damage from this spell before the start of its next turn.
- Issue: Potentially unlimited damage.
Spirit Guardians
- ~NL
- (Rework) Damage is 2d6.
- At Higher Levels the damage increases by 1d6 per spell level above 3rd.
- Instead functions as Difficult Terrain.
- Issue: Too much damage. Half-speed mechanic is wonky.
Spiritual Weapon
- ~NL
- (Rework) Uses concentration.
- Issue: Too much damage. Set it and forget it. Clunky.
Stinking Cloud
- ~B
- (Rework) You lose your action and gain the poisoned condition.
- A Creature that gains the poisoned condition from this spell repeats the save at the start of each of their turns until the spell ends, ending the condition on a success.
- Note: Creatures who leave the cloud no longer lose their actions. Poison lasts even if they leave the cloud.
- A Creature that gains the poisoned condition from this spell repeats the save at the start of each of their turns until the spell ends, ending the condition on a success.
- Issue: Outdated rule language (save against poison? Spell doesn’t even give poison condition…). Targets can just walk out of cloud.
Stoneskin
- ~B
- (Rework) Gives resistance to bludgeoning, piercing, and slashing damage.
- No costly component.
- Issue: Gold cost is a bad way to balance a spell. Resistance to non-magical damage is outdated.
Summon Beast
- ~B
- (Rework) At Higher Levels. For each slot level above 2nd used the Beast gains +10 hit points.
- Drop the costly components thing, gold cost as a balance factor sucks.
- Issue: Weak scaling.
Swift Quiver
- ~B
- (Rework) “When you use your Bonus Action to cast this spell, you make two attacks with a Weapon that uses ammunition from the quiver. On each of your turns until the spell ends, you can use a bonus action to take two more attacks with the same weapon.”
- Issue: Does nothing on the turn you cast the spell. Clunky
Telepathic Bond
- ~B
- (Change) Formerly “R’s Telepathic Bond”
- Issue: No names! :)
Tiny Hut
- ~NL
- (Rework) Formerly “L-'s Tiny Hut”
- Dome has AC 15.
- Dome has HP 60.
- Remove Ritual tag.
- If Creatures within the dome choose to shoot out of it, then Creatures outside the dome are able to see into it.
- Issue: Too powerful. Dome is invulnerable.
Transformation
- ~B
- (Change) Formerly “T’s Transformation”
- Issue: No names! :)
True Polymorph
- ~NL
- (Rework) If you turn a Creature into another Creature, it cannot cast spells in its new form, and cannot change shape.
- Issue: Abusable traits on available forms.
True Strike
- ~B
- (Rework) Casting Time: Reaction, when you or an Ally within 5 feet fail an Attack Roll.
- Allows the target to add a +2 to the result.
- Issue: Awful. Advantage on one attack isn’t worth an action plus Concentration.
Wall of Force
- ~NL
- (Rework) Each 10 foot panel of the wall has an AC of 15, and an HP of 120.
- Issue: Wall is invulnerable.
Web
- ~NL
- (Rework) Saving throw when starting turn in web (fail = restrained in webs), repeat save at start of each turn, freeing self on a success.
- Remove the strength check as an action to escape.
- “The webs are flammable. If the webs are exposed to fire, they burn away in one round, and any creature that starts its turn in the area takes 2d4 fire damage.”
- Issue: Too powerful for the level, No repeated saving throw, Fire damage poorly worded.
Weird
- ~B
- (Rework) Affects each Creature of your choice within a 40 foot radius sphere.
- Targets are frightened and take 6d10 psychic damage on a failed save, and half as much damage on a success.
- Save at the end of each of their turns to end the frightened condition, taking 6d10 psychic damage on a failed save.
- Issue: See Phantasmal Killer.
Wish
- ~NL
- (Rework) Duplicates spells with one action casting time of 8th level or lower ignoring components.
- Casting Wish to access the “alternative” options ends any effects created previously by using Wish this way.
- Remove the option to do things “Beyond the scope of the above examples”
- Items or effects that give access to the Wish Spell retain this option.
- Alternatively; Creatures that do not gain this spell via a class spell list retain this option.
- Stress stuff remains except for the 33% chance to lose the spell, that is removed.
- Issue: It’s Wish.
Witch Bolt
- ~B
- (Rework) Dexterity save for half damage.
- Failed save means Dazed until the spell ends.
- See Dazed in Conditions.
- Failed save means Dazed until the spell ends.
- Issue: Low damage considering the draw backs (Concentration, 30ft, bad damage, etc).
- All things considered it’s worse than main action firebolt every round (Fire bolt a CANTRIP)
Todo:
Rework or Adjust the following Spells:
- Enervation.
- Dust Devil.
- Investiture of Wind.
Re: The Worst Spells in D&D1