Spell Revamp v0.5.3 #


Full-Caster Class Revamp

Half-Caster Class Revamp


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

Agonizing Scorcher

Aid

Alter Self

Animate Objects

Arms of Darkness

Barkskin

Binding Ice

Blade of Disaster

Blight

Caustic Brew

Colour Spray

Compelled Duel

Comprehend Languages

Conjure Animals

Conjure Celestial

Conjure Elemental

Conjure Fey

Conjure Minor Elementals

Conjure Woodland Beings

Control Weather

Counterspell

Create Food and Water

Crown of Madness

Cure Wounds

Daylight

Disintegrate

Dragon’s Stride

Dream

Earthen Grasp

Eerie Tentacles

Faithful Hound

Fear

Feeblemind

Find Traps

Flame Blade

Floating Disk

Forcecage

Freezing Sphere

Frost Fingers

Geas

Giant’s Grasp

Goodberry

Grasping Vine

Guidance

Hail of Thorns

Heat Metal

Healing Word

Hideous Laughter

Horrid Wilting

Hunger of Darkness

Hunter’s Mark

Hypnotic Pattern

Identify

Immolation

Incendiary Cloud

Instant Summons

Irresistible Dance

Jump

Legend Lore

Lightning Arrow

Magic Aura

Magic Jar

Magnificent Mansion

Mass Cure Wounds

Mass Healing Word

Mind Whip

Minute Meteors

Mischievous Surge

Otherworldly Guise

Pass Without Trace

Phantasmal Killer

Planar Ally

Platinum Shield

Polymorph

Power Word Fortify

Power Word Heal

Power Word Pain

Prismatic Spray

Prismatic Wall

Private Sanctum

Produce Flame

Psychic Lance

Ray of Enfeeblement

Ray of Sickness

Resilient Sphere

Resistance

Secret Chest

See Invisibility

Shapechange

Shield

Silvery Barbs

Simulacrum

Sleep

Snowball Swarm

Sorcerous Burst

Spike Growth

Spirit Guardians

Spiritual Weapon

Stinking Cloud

Stoneskin

Summon Beast

Swift Quiver

Telepathic Bond

Tiny Hut

Transformation

True Polymorph

True Strike

Wall of Force

Web

Weird

Wish

Witch Bolt

Todo:
	Rework or Adjust the following Spells:
	- Enervation.
	- Dust Devil.
	- Investiture of Wind.
		Re: The Worst Spells in D&D1