Spell Revamp v0.7.0 #
Notes:
Spell Effect Areas & Corners:
Area of Effect spells such as Fireball or Fog Cloud no longer spread around corners (This should make rulings easier to remember and do away with needless delving for rule text).
Ritual Casting:
All classes can Ritual Cast a spell that has the Ritual tag.
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.
All Spells:
Check the school to see if there's a more fitting one.
Remove the WotC names.
Smite Spells:
No longer spells, now will be part of the Paladin Divine Smite Class Feature.
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.
~N = Neutral to the Spell.
~C = Purely clarification on previous rule ambiguity.
~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 effectively 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”
- A green arrow of shimmering acid streaks towards the target, exploding in a burst of Acidic Spray. The target takes 4d4 Acid Damage as initial wave of acid coats them.
- Make a Ranged Spell Attack against the target. On a hit, the target takes an additional 4d4 Acid Damage at the end of the target’s next turn, as the acid lingers and seeps into the target.
- At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, both instances of Acid Damage a target takes are increased by 1d4 for each slot level above 2nd.
- Issue: Compensation damage on a miss is nearly irrelevant. Secondary damage is also nearly irrelevant.
Acid Splash
- ~B
- You create an acidic bubble at a point within range, where it explodes in a 5-foot-radius Sphere.
- Issue: Save for nothing option with at best damage being just barely better than something like Toll the Dead.
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 filled the niche of Mass Healing Word.
Alter Self
- ~B
- (Rework) Natural Weapon is based on casting ability score.
- You can 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)
Arcane Vigor
- ~New
- Abjuration 2nd Level (Sorcerer, Wizard)
- Casting Time: Bonus Action | Range: Self | Components: V, S | Duration: Instantaneous
- You tap into your life force to heal yourself. Roll one or two of your unexpended Hit Point Dice, and regain a number of Hit Points equal to the roll’s total plus your Spellcasting Ability Modifier. Those dice are then expended.
- At Higher Levels. For every slot level above 2nd the number of unexpended Hit Dice you can roll increases by one.
Arms of Darkness
- ~B
- (Change) Formerly “Arms of H”
- Issue: No names! :)
Bane
- ~N
- (Change) Now available to Warlocks.
Barkskin
- ~BN
- (Rework) Casting Time: Bonus Action.
- Duration: 1 Hour (Removed concentration).
- You touch a willing Creature. Until the spell ends, the target’s skin assumes a bark-like appearance, and the target has an Armour Class of 17 if its AC is lower than that.
- 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” (Now combined with Blade of Disaster as a 7th Level Spell).
- Casting Time: Bonus Action.
- Duration: 1 minute.
- 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.
Blade Ward
- ~B
- (Rework) Casting Time: Action | Range: Self | Components: V, S | Duration: Concentration, up to 1 minute
- Whenever a Creature makes an Attack Roll against you before the spell ends, the attacker subtracts 1d4 from the Attack Roll.
Blight
- ~B
- (Buff) You can 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.
Blindness/Deafness
- ~B
- (Buff) Range: 120 feet.
Bubbling Cauldron
- ~New
- 6th Level Conjuration (Warlock, Wizard)
- Casting Time: Action | Range: 5 feet | Components: V, S, M (a gilded ladle worth 500+ GP) | Duration: 10 minutes
- You conjure a claw-footed cauldron filled with bubbling liquid. The cauldron appears in an unoccupied space on the ground within 5 feet of you and lasts for the duration. The cauldron can’t be moved and disappears when the spell ends, along with the bubbling liquid inside it.
- The liquid in the cauldron duplicates the properties of a Common or Uncommon potion of your choice (such as a Potion of Healing). As a Bonus Action, you or an ally can reach into the cauldron and withdraw one potion of that kind. The potion is contained in a vial that disappears when the potion is consumed. The cauldron can produce a number of these potions equal to your Spellcasting Ability Modifier (minimum of 1). When the last of these potions is withdrawn from the cauldron, the cauldron disappears, and the spell ends.
- Potions obtained from the cauldron that aren’t consumed disappear when you cast this spell again.
Caustic Brew
- ~B
- (Change) Formerly “T’s Caustic Brew”
- Issue: No names! :)
Chill Touch
- ~BN
- (Rework) Casting Time: Action | Range: Touch | Components: V, S | Duration: Instantaneous
- Channeling the chill of the grave, make a Melee Spell Attack against a target within reach. On a hit, the target takes 1d6 Necrotic Damage plus 1d6 Cold Damage, and it can’t regain Hit Points until the end of your next turn.
- The damage of each type increases by 1d6 when you reach Level 5 (2d6 each), 11 (3d6 each), and 17 (4d6 each)
Chromatic Orb
- ~B
- (Change) Reduced material component cost of diamond from 50GP to 5GP.
Cloud of Daggers
- ~B
- (Rework) As a Bonus Action on each of your turns while your Cloud of Daggers persists you can move the cloud up to 20 feet to a point you can see.
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 can 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 conjure intangible 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 3rd.
- 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 conjure 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 4d12 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 6d12 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 7th.
- 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 Required.
- You conjure an intangible 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 gains 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 5th.
- 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 conjure 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, the source of the fear being both you and the fey spirit.
- 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 6th.
- 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 conjure elemental spirits that flit around you for the duration. Until the spell ends, once on your turn, an Attack you make deals an extra 2d8 Damage when you hit a Creature within 15 feet of you. This damage is Acid, 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 1d8 and the range of Emanation increases by 5 feet for each slot level above 4th.
- Issue: See Conjure Animals.
Conjure Woodland Beings
- ~BN
- (New) Casting Time: Action.
- Range: Self (10-foot radius)
- Duration: Concentration, up to 10 minutes.
- You conjure 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 4th.
- 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.
Darkvision
- ~B
- (Buff) For the duration, a willing Creature you touch has Darkvision with a range of 150 feet.
- Issue: Never worth using compared to other options (such as Twilight Cleric Channel Divinity).
Daylight
- ~B
- (Buff) For the duration, sunlight spreads from a point within range and fills a 60-foot-radius sphere.
- (Counts as Sunlight.)
- Issue: Why is it called Daylight if the light doesn’t count as sunlight against Drow or Vampires!?
Detect Magic
- ~N
- (Change) Now available to Warlocks.
Divine Favor
- ~B
- (Buff) Removed concentration.
Dimension Door
- ~B
- (Change) Removed restriction on Creatures you bring along needing to be your size or smaller.
- Issue: Original effect disproportionately affected smaller races.
Disintegrate
- ~C
- (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! :)
Eldritch Blast
- ~B
- (Buff) Make a Ranged Spell Attack against one Creature or Object in range.
- Issue: Allowing more cantrips other than Fire Bolt to target Objects.
Elementalism
- ~New
- Transmutation Cantrip (Bard, Druid, Sorcerer)
- Casting Time: Action | Range: 30 feet | Components: V, S | Duration: Instantaneous
- You exert control over the elements, creating one of the following effects within range:
- Beckon Air. You create a breeze strong enough to ripple cloth, stir dust, rustle leaves, and close open doors and shutters, all in a 5-foot cube. Doors and shutters being held open by someone or something aren’t affected.
- Beckon Earth. You create a thin shroud of dust or sand that covers surfaces in a 5-foot-square area, or you cause a single word to appear in your handwriting in a patch of dirt or sand.
- Beckon Fire. You create a thin cloud of harmless embers and colored, scented smoke in a 5-foot cube. You choose the color and scent, and the embers can light candles, torches, or lamps in that area. The smoke’s scent lingers for 1 minute.
- Beckon Water. You create a spray of cool mist that lightly dampens creatures and objects in a 5-foot cube. Alternatively, you create 1 cup of clean water either in an open container or on a surface, and the water evaporates in 1 minute.
- Sculpt Element. You cause dirt, sand, fire, smoke, mist, or water that can fit in a 1-foot cube to assume a crude shape (such as that of a creature or an object) for 1 hour.
Faithful Hound
- ~B
- (Change) Formerly “M’s Faithful Hound”
- Issue: No names! :)
False Life
- ~B
- (Rework) You gain 2d4+4 Temporary Hit Points for the duration.
- Issue: Needed to be buffed to keep up with other similar options.
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) You blast the mind of a Creature that you can see within range. The target makes an Intelligence Saving Throw. on a failed save, the target takes 10d12 Psychic Damage and can’t cast spells.
- At the end of every 30 days, the target repeats the save, ending the effect on a success.
- The effect can also be ended by the Greater Restoration, Heal, or Wish spells.
- On a successful save, the target takes half as much damage only.
- Issue: Can be too punishing to a Player Character.
Find Familiar
- ~B
- (Changes) Your familiar acts immediately after you during combat.
- Your familiar can be any CR 0 beast.
- As an action while it is temporarily dismissed, you can cause it to reappear in an unoccupied space you can see within 30 feet of you.
- Issue: Just some odd interactions that needed cleaning up.
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) Requires Concentration.
- Component: 1500+ GP Ruby Dust, which the spell consumes.
- Issue: See Wall of Force (but worse because no concentration).
Fount of Moonlight
- ~New
- Level 4 Evocation (Bard, Druid)
- Casting Time: Action | Range: Self | Components: V, S | Duration: Concentration, up to 10 minutes
- A cool light wreathes your body for the duration, emitting Bright Light in a 20-foot radius and Dim Light for an additional 20 feet.
- Until the spell ends, you have Resistance to Radiant Damage, and once per turn your Melee Attacks deal an extra 2d6 Radiant Damage on a hit.
- In addition, immediately after you take damage from a Creature you can see within 60 feet of yourself, you can use your Reaction to force the Creature to make a Constitution Saving Throw. On a failed save, the Creature gains the Blinded condition until the end of your next turn.
Friends
- ~NL
- The target must succeed on a Wisdom Saving Throw or gain the Charmed condition for the duration.
- When the spell ends, the target knows it was Charmed by you.
- Issue: Removed some oddities such as the target Creature not getting a save against the spell effect and the Creature automatically being hostile (It still might at DM discretion seeing as it was magically coerced, but that should be a per character basis).
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) Make a melee spell attack against a Creature within 30 feet of the vine. On a hit, the target takes 4d8 Bludgeoning Damage and is pulled up to 30 feet toward the vine; if the target is huge or smaller, it gains the Grappled condition (escape DC equal to your spell save DC). The vine can grapple only one Creature at a time, and you can cause the vine to release a grappled Creature (no action required).
- As a Bonus Action on your later turns, you can repeat the attack against a Creature within 30 feet of the vine.
- At Higher Levels. For each slot level above 4th the number of Creatures the vine can grapple increases by one.
- Issue: Too weak for the level.
Grease
- ~C
- (Change) A non flammable grease covers the ground.
- Issue: Clarifying that the grease is not meant to be set on fire.
Guidance
- ~B
- (Rework) Casting Time: Action | Range: 30 feet | Components: V, S | Duration: Concentration, up to 1 minute.
- Choose a creature within range, for the duration of this spell that Creature gains a +2 bonus to a single type of Ability Check (your choice when casting this spell).
- Issue: Original was too annoying in play because it was interruptive and highly spammable.
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 while they are in contact with the object.
- 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)
Heroes’ Feast
- ~NL
- (Changes) Range: Self
- You conjure a feast that appears on a surface in an unoccupied 10-foot Cube next to you. The feast takes 1 hour to consume and disappears at the end of that time, and the beneficial effects don’t set in until this hour is over. Up to twelve Creatures can partake of the feast.
- A Creature that partakes gains several benefits, which last for 24 hours. The Creature has Resistance to Poison Damage, and it has Immunity to the Frightened and Poisoned conditions. Its Hit Point maximum also increases by 2d10, and it gains the same number of Hit Points.
- Issue: Spell had too high impact (Poison Immunity, Wisdom Save advantage, etc).
Hideous Laughter
- ~B
- (Change) Formerly “T’s Hideous Laughter”
- Now available to Warlocks.
- At Higher Levels. For every 2 slot levels above 1st you can target one additional creature.
- Issue: No names! :)
Horrid Wilting
- ~B
- (Change) Formerly “A’s Horrid Wilting”
- Issue: No names! :)
Hunger of Darkness
- ~B
- (Change) Formerly “Hunger of H”
- Sphere of Darkness.
- No light, magical or otherwise, can illuminate the area, and Creatures fully within it gain the Blinded condition.
- Issue: No names! :)
Hunter’s Mark
- ~B
- (Change) No longer a spell see Half-Caster Class Revamp.
- Issue: Not a particularly strong option, and part of the grander Ranger concentration dependency.
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.
Inflict Wounds
- ~B
- (Rework) On a miss you redistribute the Necrotic energy gaining 5 Temporary Hit Points.
- Additionally At Higher Levels the Temporary Hit Points you gain from this spell increase by 3 for every Slot Level above 1st.
- Issue: Low damage for the cost of needing to make a Melee Spell Attack.
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 can 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.
Lesser Restoration
- ~B
- (Buff) Casting Time: Bonus Action.
- Issue: Trading your turn for an ally’s turn rarely felt good, should now hopefully make the spell a more enticing option.
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.
Magic Weapon
- ~B
- (Buff) No longer requires concentration.
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)
Produce Flame
- ~B
- Casting Time: Bonus Action | Range: Self | Component: V, S | Duration: 10 minutes
- A flickering flame appears in your hand and remains there for the duration. While there, the flame emits no heat and ignites nothing, and it sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. The spell ends if you cast it again.
- Until the spell ends, you can use your Action to hurl the fire at a Creature or an Object within 60 feet of you. Make a Ranged Spell Attack. On a hit, the target takes 1d8 Fire Damage.
- This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Phantasmal Killer
- ~B
- (Rework) Target takes 6d10 psychic damage and has disadvantage on Ability Checks and Attack Rolls for the duration.
- On a successful save, the target takes half as much damage only, and the spell ends.
- Creatures who fail their saving throw make a Wisdom Save at the end of each of their turns to end the spell’s effect on them, 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.
Planar Binding
- ~C
- (Change) If the Creature was summoned or created by another spell, that spell’s duration is extended to match the duration of this spell, retaining any existing concentration requirements it may have had.
- Issue: Original rule text was very unclear in whether the existing concentration of an affect spell would carry over or not.
Plant Growth
- ~C
- (Change) The area effected by the 1 Action effect of this spell is considered Difficult Terrain, and does not stack with other effects that apply Difficult Terrain.
- Issue: This may technically be a nerf since RAW there’s no reason this couldn’t stack with Difficult Terrain.
- However I believe that interpretation does not align with the general design intent of the system.
Platinum Shield
- ~B
- (Change) Formerly “F’s Platinum Shield”
- Issue: No names! :)
Poison Spray
- ~B
- Casting Time: Action | Range: 30 feet | Component: V, S | Duration: Instantaneous
- Make a Ranged Spell Attack against the target.
- Issue: Poor range combined with a terrible save made this cantrip severely under perform.
Polymorph
- ~NL
- (Rework) When you prepare this spell you can select 3 Beasts whose challenge rating is equal or less than your level.
- When you cast the spell and choose your target you can choose one of the three Beasts that you will polymorph them into.
- You can 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.
- The polymorphed Creature uses their existing Hit Points and Saving Throws.
- Issue: Too powerful. Hunting stat blocks during combat. Can be used in place of healing. No repeated saving throw.
Power Word Fortify
- ~New
- 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.”
- Violet Ray no longer needs a number.
- Remove 8th “Special” option.
- 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) On you hit, the target has disadvantage on Strength Checks, Strength Saving Throws, and Attacks for the duration.
- Additionally the target deals 1d8 less damage on Attacks for the duration.
- Issue: Clunky to use mechanic. Weak mechanically. Slows down the game.
Ray of Sickness
- ~B
- (Rework) On a hit, the target takes 2d8 Poison Damage and gains the Poisoned condition until the end of your next turn.
- 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).
Regal Presence
- ~New
- 5th Level Enchantment (Bard, Wizard)
- Casting Time: Action | Range: Self | Components: V, S, M (a miniature tiara) | Duration: Concentration, up to 1 minute
- You surround yourself with unearthly majesty in a 10-foot Emanation. Whenever the Emanation enters the space of a Creature you can see and whenever a Creature you can see enters the Emanation or ends its turn there, you can force that Creature you make a Wisdom Saving Throw. On a failed save, the target takes 5d6 Psychic Damage and is knocked Prone, and you can push it up to 10 feet away.
- On a successful save, the target takes half as much damage only. A Creature makes this save only once per turn.
Resilient Sphere
- ~B
- (Change) Formerly “O’s Resilient Sphere”
- Issue: No names! :)
Resistance
- ~B
- Casting Time: Action | Range: Touch | Components: V, S | Duration: Concentration, up to 1 minute
- You touch a willing Creature and choose a damage type: Acid, Bludgeoning, Cold, Fire, Lightning, Necrotic, Piercing, Poison, Radiant, Slashing, or Thunder.
- When the Creature takes damage of the chosen type before the spell ends, the Creature reduces the total damage taken by 1d4. A Creature can benefit from this spell only once per turn.
- Issue: Similar issues with Guidance
Sacred Flame
- ~C
- The target gains no benefit from Half Cover or Three-Quarters Cover for this save.
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 can cast your spells in the new form, but cannot access the spells or spellcasting trait of the selected form.
- Unless the spell ends, you can 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
- An imperceptible barrier of magical force protects you. Until the start of your next turn, you have a +4 bonus to AC, including against the triggering attack, and you take no damage from Magic Missile.
- Issue: +5 AC for the round is a LOT
- (Casters having on demand higher AC than Martials is strange)
- (Nerfs would be harder if other Reaction based defences were not buffed to compensate)
Shillelagh
- ~B
- Casting Time: Action | Range: Self | Component: V, S, M (mistletoe) | Duration: 1 minute
- A Club or Quarterstaff you are holding is imbued with nature’s power. For the duration, you can use your Spellcasting Ability instead of Strength for the Attack and Damage Rolls of Melee Attacks using that weapon, and the weapons Damage Die becomes a d8.
- If the Attack deals damage, it can be Force Damage or the weapon’s normal Damage Type (your choice).
- The spell ends early if you cast it again or if you let go of the weapon.
- The damage die changes when you reach 5th Level (d10), 11th Level (d12), and 17th Level (2d6).
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) The Simulacrum can’t benefit from short or long rests.
- 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 of 7th Level or higher, and cannot change shape.
- If the above rule isn’t far enough use the following:
- The Simulacrum cannot cast spells or change shape.
- If the above rule isn’t far enough use the following:
- 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 strong
- (Pseudo permanence is insane, doubling yourself is insane)
Sleep
- ~NL
- (Rework) Duration: Concentration, up to 1 minute.
- Each Creature of your choice in a 5-foot-radius sphere centered on a point you can see within range must succeed on a Wisdom Saving Throw or gain the Incapacitated condition until the end of its next turn, at which point it must repeat the save.
- If the target fails the second save, the target gains the Unconscious condition for the duration. The spell ends on a target if it takes damage or someone within 5 feet of it takes an Action to shake it out of the spell’s effect.
- Creatures that don’t sleep, such as elves, or that have Immunity to the Exhaustion condition automatically succeed on saves against this spell.
- 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. Make a Ranged Spell Attack roll against the target. On a hit, the target takes 1d8 Damage of a type you choose: Acid, Cold, Fire, Lightning, Poison, Psychic, or Thunder.
- 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.
- Cantrip Upgrade. This spell’s damage increases by 1d8 when you reach level 5 (2d8), 11 (3d8), and 17 (4d8).
Speak With Animals
- ~N
- (Change) Now available to Warlocks.
Spike Growth
- ~NL
- (Rework) 2d4 damage changed to 1d6.
- A single Creature cannot take more than 4d6 damage from this spell before the start of its next turn.
- Issue: Potentially unlimited damage.
Spirit Guardians
- ~NL
- (Rework) Whenever a Creature enters the Emanation for the first time on its turn, or starts its turn there, the Creature must make a Wisdom Saving Throw.
- Damage on a failed save is now 2d8.
- Instead functions as Difficult Terrain.
- You do not need to be able to see a Creature to designate it as unaffected by this spell.
- At Higher Levels. the damage increases by 1d8 per spell level above 3rd.
- 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.
Starry Wisp
- ~New
- Cantrip Evocation (Bard, Druid)
- Casting Time: Action | Range: 60 feet | Component: V, S | Duration: Instantaneous
- You launch a mote of light at one Creature or Object within range. Make a Ranged Spell Attack roll against the target.
- On a hit, the target takes 1d8 Radiant Damage, and until the end of your next turn, it emits Dim Light in a 10-foot radius and can’t benefit from the Invisible condition.
- Cantrip Upgrade. This spell’s damage increases by 1d8 when you reach level 5 (2d8), 11 (3d8), and 17 (4d8).
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.
Storm of Radiance
- ~New
- Evocation 5th Level (Warlock, Wizard)
- Casting Time: Action | Range: 120 feet | Components: V, S, M (a pinch of phosphorus) | Duration: Concentration, up to 1 minute
- You unleash a storm of flashing light and raging thunder in a 10-foot-radius, 40-foot-high Cylinder centered on a point you can see within range.
- While in this area, Creatures suffer the Blinded and Deafened conditions, and they can’t cast spells with a Verbal Component. When the storm appears, each Creature in it makes a Constitution Saving Throw, taking 2d10 Radiant Damage and 2d10 Thunder Damage on a failed save, or half as much damage on a successful one. A Creature also makes this save when it enters the spell’s area for the first time on a turn or ends its turn there. A Creature makes this save only once per turn.
- At Higher Levels. For every slot level above 5th the Radiant and Thunder Damage is increased by 1d10.
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) Removed Concentration.
- When you cast this spell and as a Bonus Action until it ends, you can make two attacks with a Weapon that fires Arrows or Bolts, such as a Longbow or a Light Crossbow.
- The spell creates the ammunition needed for each Attack.
- Immediately upon hitting or missing a target the arrow disappears.
- 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”
- 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.
- Spells of 2nd Level or lower can’t be cast through it, and the effects of such spells can’t extend into it.
- Issue: Too powerful. Dome is invulnerable.
Transformation
- ~B
- (Change) Formerly “T’s Transformation”
- Issue: No names! :)
True Polymorph
- ~NL
- (Rework) If you transform a Creature into another Creature, the target’s game statistics are replaced by the stat block of the new form, but it retains its Hit Points, Hit Dice, alignment, and personality.
- The target gains a number of Temporary Hit Points equal to the Hit Points of the new form. The spell ends early on the target if it has no Temporary Hit Points left.
- 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
- Casting Time: Action | Range: Self | Components: S, M (a weapon with which you are proficient and that is worth 1+ CP) | Duration: Instantaneous
- Guided by a flash of magical insight, you make one Attack with the weapon used in the spell’s casting.
- The Attack uses your Spellcasting Ability for the Attack and Damage Rolls instead of using Strength or Dexterity. If the Attack deals damage, it can be Radiant Damage or the weapon’s normal Damage Type (your choice).
- Whether you deal Radiant Damage or the weapon’s normal Damage Type, the Attack deals extra Radiant Damage when you reach 5th level (1d8), 11th level (2d8), and 17th level (3d8).
- Issue: Awful. Advantage on one attack isn’t worth an action plus Concentration.
Unearthly 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.
Vicious Mockery
- ~B
- Damage Die increased to 1d6 from 1d4.
- Target a Creature that you can see or hear within range.
Wall of Force
- ~NL
- (Rework) Each 10 foot panel of the wall has an AC of 18, and an HP of 120.
- Component: 1000+ GP Clear Gemstone Dust, which the spell consumes.
- 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.
- Restrained Creatures can make an Athletics check against the caster’s Spell Save DC to escape the webs.
- “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 14d10 psychic damage on a failed save, and half as much damage only on a success.
- Creatures Frightened by this spell must make on a Wisdom Saving throw at the end of each of their turns. On a failed save, it takes 7d10 psychic damage, and on a success the spell ends on that Creature.
- Issue: See Phantasmal Killer.
Wish
- ~NL
- (Rework) Duplicates spells with one action casting time of 8th level or lower ignoring components.
- New default option “Sudden Learning”.
- You replace one of your feats with another feat for which you are eligible. You lose all the benefits of the old feat and gain the benefits of the new one. You can’t replace a feat that is a prerequisite for any of your other feats or features.
- 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.
- New default option “Sudden Learning”.
- Issue: It’s Wish.
Witch Bolt
- ~B
- (Rework) Range: 60 feet
- On a hit, the target takes 2d12 Lightning Damage.
- Regardless of whether you hit or not, on each of your subsequent turns, you can use a Bonus Action to deal 1d12 Lightning Damage to the target automatically. The spell ends if the target is ever outside the spell’s range or if it has Total Cover from you.
- 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 of course being a CANTRIP).
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.
Todo:
Rework or Adjust the following Spells:
- Enervation.
- Dust Devil.
- Investiture of Wind.
Re: The Worst Spells in D&D1