Dark Dragon
Explorer
Well, the thread title says it: which spells from the PHB and the splat books (Defenders of the Faith, Masters of the Wild, Song and Silence, Tome and Blood) do you consider overpowered or underpowered and why?
A friend and I are working on a homebrewed D&D, and perhaps some spells could need a revision...
So far we're considering the following spells as overpowered from gaming experience:
Arcane Sight (3rd level): Detects Illusionary Walls, Screen, or illusionary creatures. This not a big deal because AS has a quite short duration. But when it is made permanent, you don't need to put funny illusions into your adventure.
Energy Immunity (T&B, 6th level): Duration (24 h) too long.
Mind Blank (8th level): Duration (24 h) too long, 100% protection against a complete school (enchantment), plus some illusion spells.
Mordenkainen's Disjunction (9th): No fun at all: Auto-Dispel and item killer in an area.
Overland Flight (5th level): Duration (1 h/level) too long, stupid feather falling effect, even if OF is dispelled (applies also for Fly). Makes non-magic traps like pits or switch-triggered traps in dungeons obsolete, as well as non-flying opponents, especially monsters without ranged weapons.
Underpowered:
Cone of Cold (5th level): Low damage cap (15d6), sometimes difficult to use, if you don't want to freeze your allies.
Foresight (9th level): Nice idea, but only a +2 insight bonus to AC and Ref from a level 9 spell?
Summon Monster I-IX: Some monsters have a really low CR at high levels compared to others. Equal CRs within e.g. Summon Monster IX would be fine, IMO.
Power Word: Blind (7th level): Why is it in the enchantment school? Cast Mind Blank, and that's it... Blindness/Deafness is a necromantic spell...
Power Word: Kill (9th level): See above and compare it with Wail of the Banshee (Neccromancy).
A friend and I are working on a homebrewed D&D, and perhaps some spells could need a revision...
So far we're considering the following spells as overpowered from gaming experience:
Arcane Sight (3rd level): Detects Illusionary Walls, Screen, or illusionary creatures. This not a big deal because AS has a quite short duration. But when it is made permanent, you don't need to put funny illusions into your adventure.
Energy Immunity (T&B, 6th level): Duration (24 h) too long.
Mind Blank (8th level): Duration (24 h) too long, 100% protection against a complete school (enchantment), plus some illusion spells.
Mordenkainen's Disjunction (9th): No fun at all: Auto-Dispel and item killer in an area.
Overland Flight (5th level): Duration (1 h/level) too long, stupid feather falling effect, even if OF is dispelled (applies also for Fly). Makes non-magic traps like pits or switch-triggered traps in dungeons obsolete, as well as non-flying opponents, especially monsters without ranged weapons.
Underpowered:
Cone of Cold (5th level): Low damage cap (15d6), sometimes difficult to use, if you don't want to freeze your allies.
Foresight (9th level): Nice idea, but only a +2 insight bonus to AC and Ref from a level 9 spell?
Summon Monster I-IX: Some monsters have a really low CR at high levels compared to others. Equal CRs within e.g. Summon Monster IX would be fine, IMO.
Power Word: Blind (7th level): Why is it in the enchantment school? Cast Mind Blank, and that's it... Blindness/Deafness is a necromantic spell...
Power Word: Kill (9th level): See above and compare it with Wail of the Banshee (Neccromancy).