Clint_L
Hero
I should have specified that I discussing the spells as they currently exist in the game, on the premise that nothing in OneD&D is final yet. So Eldritch Blast, for example, is currently a spell that is not automatic for Warlocks, though this looks like it will be corrected for OneD&D, and spells like Spirit Guardians, Banishment, and Guidance are being addressed, as they should be.This is an interesting list. I don't agree with all of them, but you have some good points.
has been returned. Is your concern with the playtest version?
Is class-specific and automatic. No longer a problem.
Helps other players; and so a good use of an action in my book. Teamwork!
Not everyone wants a pet; those who do aren't always casters, and so need the feat. I agree that it could be cleaner, but it isn't too powerful, especially now that flyby has been removed.
Cure wounds and Healing word are both good choices, and many casters won't have both. I'm fine with this.
Agreed -- should be tuned down.
Agreed -- should be tuned down.
Counterspelling is a whole mini-game that I think hapens more at other tables than the ones I play at. I understand the concern, but I haven't felt it to be broken in paly. I accept that changes are needed.
Tradition.
Could be tweaked, but a spell's investment for a safe night's sleep is a fine investment.
In most campaigns I am in the diamond requirement keeps it inaccessible. It just can't be cast. (GP requirements for spells ar ethe worst way to gatekeep access).
Perhaps.
Both of these are combat-breakers. Bumping them up a level would help; but they do bring in player fun.
I think it's fine.
All the rest are level 5+; the imbalance is so big in the game at that point, it's really hard to clarify. They aren't all spells I would choose, I'll admit. I like Plane Shift, and think it shoudl be more accessible (e.g. to Horizon Walker Rangers). But at this level many spells have the ability to deform campaigns.
Note that Leomund's Tiny Hut can be cast as a ritual; simply removing that would make it much more balanced.
I like counterspell and counterspell duels. I also think polymorph is super fun. My concern is that they are must-have spells, which I just generally see as an issue - if players are taking spells without much thought, maybe those should become class features. Eldritch Blast is the classic example.
I disagree that Healing Word and Cure Wounds are comparable. Being able to pick someone up from 0 HP, at range, as a bonus action, is extraordinarily game altering, and the extra 2 HP of healing from cure wounds is nominal. The problem with using resource cost to control spell use (revivify) is that it is so campaign dependent; many DMs barely track spell reagents (I recognize that my argument on this is inconsistent, though; c.f. my point about Hero's Feast).
Heal and Greater Restoration are both no brainer spells, which is why I concluded them even though I don't think either is OP, so this is probably a case where the competing spells need to be made more competitive.
As for Fireball and "tradition"...I mean, it's a valid argument, with Fireball going all the way back to Chainmail, but still, if it's that much better than the competition, shouldn't it be nerfed just a little?
I agree that not everyone wants a pet, but honestly Find Familiar is so much more impactful than every other Level 1 spell that isn't Healing Word. It takes a bit of imagination and effort, though, which maybe balances it somewhat, depending on the player.
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