D&D 5E What is the most powerful spell?

mellored

Legend
Circle of Death is comparable to the 3rd-level Fireball, and Freezing Sphere is about a 5th-level upgrade to it.
I think your missing the main benifit of this, which is it's massive size of this.

Circle of death covers nearly 10x as much area as fireball. Sure, you don't always need to wipe out a batallion, but this is the spell to do it with.

Same with storm of vengence. That can wipe out a whole army.
 

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Yaarel

He Mage
I think your missing the main benifit of this, which is it's massive size of this.

Circle of death covers nearly 10x as much area as fireball. Sure, you don't always need to wipe out a batallion, but this is the spell to do it with.

Same with storm of vengence. That can wipe out a whole army.

How often do I fight whole armies while on an adventure? In my experience, seldom.

That vast size makes it less valuable in most situations. If it harms allies or innocents, it is often worthless.

Probably, the magnitude of area spells need rethinking. Maybe something like a 2nd-level spell called, Blossom or Expanse, or so. If you cast Blossom, you can cast an area spell as a bonus action, while increasing its area. Something like that. It allows spells be useful as spells, while expansive coverage is a separate consideration that is only prepared the few times it is need.
 
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Yaarel

He Mage
High level damage spells need to offer more utility. More accuracy. More safety to allies. More interesting use. More flexibility for various situations. More reliability for ongoing damage. More disabling conditions.
 
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Yaarel

He Mage
Heh. By the way, an army can trivially avoid damage from Storm of Vengeance by simply taking cover, such as hiding under the tents or a joining of shields.

Storm of Vengeance is appalling, even as a 4th-level spell.
 

Yaarel

He Mage
Wall spells that deal ongoing damage.

Incendiary Cloud is instructive. It is an 8th-level spell that is roughly identical to using an 8th-level spell slot to cast Fireball. In that sense, the damage is adequate for the level. Both spells target the same Dex save, dealing the same fire damage type, across the same 20 foot radius area.

Additionally, Incendiary Cloud continues to burn in place to deal ongoing damage each turn, for upto 10 turns (1 minute).

However, because creatures in the fire can simply walk out, this ongoing damage is unreliable, and its benefit negligible.

Moreover, hostiles can easily head in the direction of allies to attack allies, making Incendiary Cloud less useful as a barrier.

The cloud obscures vision, but this interferes with ally visibility as well as hostile visibility, making this feature a wash.

The sense is, Incendiary Cloud is a mediocre spell, despite its adequate damage.

Moreorless, it is just as useful to cast Fireball instead, using the 8th level slot. The circumstances are less likely, where it is worthwhile to prepare or know Incendiary Cloud as a separate spell.

Incendiary Cloud is a Less Useful spell and is a cautionary tale of how not to design a high-level wall spell.



For example, say this spell was instead called ‘Viscous Conflagration’. It explodes into an area of sticky burning goop. It is difficult terrain, slowing down escape, and possibly restraining hostiles in place within the fire, similar to a burning version of Black Tentacles. Moreover, this blazing goop clings to the hostiles continuing to burn, dealing the same ongoing damage, even after leaving the area, and requiring an action to extinguish − like ‘stop, drop, and roll’ thus becoming prone. It deals damage, the ongoing damage is deadly, it disables hostiles, and it serves as meaningful barrier for ‘crowd control’. As an *8th-level* spell, Incendiary Cloud should look more like ‘Viscous Conflagration’.
 

Yaarel

He Mage
Here is a quick comparison of the Resurrection spell group.

Code:
[FONT=Courier New]
[B][I]L  Spell         Time  HP   Ordeal  Bodyparts       Poison      Elderly          Undead
                 Dead                               /Disease    to               to
                                                    /Curse      Youthful         Living
[/I][/B]
3  Revivify      1     1hp  well    doesnt restore  (?)         doesnt restore   (?)
                 min                bodyparts                   youthful health

5  Raise Dead    10    1hp  −4/d20  doesnt restore  cures non-  doesnt restore   fails
                 days               bodyparts       magical     youthful health

7  Resurrection  100   full −4/d20  restores all    cures non-  doesnt restore   fails
                 years              bodyparts       magical     youthful health

9  True          200   full well    creates         cures all   doesnt restore   living
   Resurrection  years              new body                    youthful health
[/FONT]

Revivify only needs an action to cast, and can happen in combat, whereas Raise Dead, Resurrection, and True Resurrection require a 1-hour casting and must happen in noncombat. All require touch, albeit True Resurrection can create a new body while touching.



Revivify is exceptionally powerful. This spell is a game changer. Excellent. Especially at 3rd level. Most resurrections will be done immediately. The 1 minute (10 turn) countdown, means the resurrection can happen after most combat encounters, if necessary. Revivify tends to be rare because of the relative ease of stabilizing to 1 hp or healing any amount before actually dying. But the spell is there for when things go wrong.

Presumably, Revivify doesnt return undead to life. Likewise, presumably, it doesnt cure natural poisons and diseases. However, presumably, it does close all wounds, when it stabilizes to 1 hit point. The 2nd-level spell, Lesser Restoration, cures any poison or disease, including magical ones. So apparently, Lesser Restoration must be cast on the corpse, before reviving a poisoned or diseased corpse. Note, Remove Curse is 3rd level, if applicable.



If missing the 10-turn window, it becomes necessary to cast 5th-level Raise Dead, which has a 10 day window. This spell comes with an ‘ordeal’, that penalizes d20 rolls until four long rests heals it.

Narratively, there is an important distinction between someone that died within a minute versus someone that has been dead for days or years. So, I am comfortable with the distinction between Revivify versus Raise Dead, even if the former at the lower level is strictly superior to the latter at the higher level.

Neither of the spells restore missing bodyparts. But gaming mechanics omits this possibility (along with no broken bones either), so such a situation rarely comes up.



The main difference between Raise Dead and Resurrection is the supply of missing bodyparts, if any for some reason, and the extension of the 10 day window to a 100 year window, if necessary for some reason. Also at the 7th spell level, Regenerate with 1 minute casting time can restore missing body parts within two minutes. Again, missing body parts rarely happen.

Resurrection also heals full hit points, but its long 1-hour casting time must happen outside combat, and a single 8-hour long rest restores the full hit points, anyway. To remove magical poisons, diseases, and curses, if any, are 2nd- and 3rd-level spells.

As is, Resurrection appears to be of less worth than a 7th-level spell slot. It is probably negligible to delete the Resurrection spell from the spell list, since it adds little of use beyond Raise Dead.



In comparison to Raise Dead/Resurrection, the benefits of True Resurrection are to supply a new body (in case of disintegration), to refrain from imposing an ‘ordeal’, and less impressively to arbitrarily extend the window from 100 to 200 years. In other words, the new body is the only difference between the 9th-level True Resurrection spell and the 3rd-level Revivify spell. The new/renewed body is an interesting feature, and should probably be the focus of for more impressive benefits.

Note, the 6th-level spell Disintegrate specifically requires True Resurrection (or Wish) to relive, if this spell damage causes the target to reach 0 hit points and thereby disintegrate. With DMs discretion, perhaps any 9th-level slot used to revive the residual ash could satisfy this criterion.

A 9th-level spell should have more utility than to only undo a single 6th-level spell.

Apparently, True Resurrection can return a non-destroyed Undead to life, but the hour casting makes this feature unusable in combat. It would be necessary to go thru the trouble of trying to trap the Undead rather than destroy it. The feature seems to lack a useful application. Note, the soul must be ‘willing’, so Undeads such as a Lich would be unwilling.

As-is, the current spell description of True Resurrection seems of less worth than a 9th-level spell slot. There seems no need for 7th-level Resurrection to exist at all, since it adds negligible benefits to 5th-level Raise Dead. Meanwhile, 3rd-level Revivify covers most resurrection needs.



Note. 8th-level Clone is a kind of self-resurrection and is more useful (despite its elaborate setup) than True Resurrection.



Probably, True Resurrection is worth a 6th- or 7th-level spell slot, and replaces Resurrection.
 
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Yaarel

He Mage
Immortality Spells
Defacto Spell Levels
From the worst ... to the best!

1st-Level Spell
Reincarnate 5

3rd-Level Spell
Revivify 3

5th-Level Spell
Raise Dead 5

6th-Level Spell
Resurrection 7
True Resurrection 9

7th-Level Spell
Regenerate 7

8th-Level Spell
Clone 8

9th-Level Spell
Astral Projection 9
 
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Spookykid

First Post
Apparently in our campaign, its major image. Some spellcaster created a major image of a dragon, caused the entire party to fail the wisdom save to resist its fear effect and arrows seem to bounce off of it.
 

Yaarel

He Mage
Apparently in our campaign, its major image. Some spellcaster created a major image of a dragon, caused the entire party to fail the wisdom save to resist its fear effect and arrows seem to bounce off of it.

Illusions can be Excellent!

For a dragon, some kind of morale check seems reasonable.
 

Yaarel

He Mage
All of the spells in the SRD, the Players Handbook, and the Sword Coast Players Guide are now up in the original post!

Have a look at their seriation.
 

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