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D&D 5E Desired Spell Changes


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Nymrohd

First Post
Heal and Mass Heal can probably be removed entirely now that Cure Wounds scales the way it does.

The point of heal in past edition was always not only that it healed hit point damage but that it blanket removed numerous conditions. I think that should stay. I'm against priests having any spell above lvl 7 so no comment on mass heal.
 

Wulfgar76

First Post
Long overdue thread topic! Glad you created it.

Inflict Wounds (L1):
far too powerful as a Swift spell.

Dimension Door (L4): extremely weak effect for a non-swift, 4th level spell
 

Jeff Carlsen

Adventurer
The point of heal in past edition was always not only that it healed hit point damage but that it blanket removed numerous conditions. I think that should stay. I'm against priests having any spell above lvl 7 so no comment on mass heal.

That's fair. Heal does do more than just heal hit points. Strangely, Mass Heal does not, which means there's pretty much no reason for it to exist in its current form.
 

Gadget

Adventurer
I agree with many/most of these suggestions. Especially Fly and Rope Trick being moved to a higher level. These spells always bugged me at the levels they are at.
 

steeldragons

Steeliest of the dragons
Epic
I know they're already doing the whole "cast in a higher slot" thing, and that's a great start, but would it be beneficial (and I'm thinking it would be) to combine more spells, balled up into a couple of since there's no real term for what I'm thinking, let's call them "iconic class spells" [tm].

Here's what I'm thinking...
Clerics: Cure Wounds & Bless.
Cure Wounds: For each spell level heals d8 +caster level hp of damage. Cast in a 3rd level slot: Also removes blindness, deafness, paralysis or disease. Cast at a 5th level slot: Also can be used to repair ability damage and energy drain ["Restoration"]. Cast at a 7th tier slot: Auto heals to full for an individual or can be cast en masse [let's say] 5' radius (or 10' diameter, if you prefer) per caster level (which, assuming 5th level spells at 9th level, is a 45'radius or 90' diameter).
Bless: For each spell level offers +1 to hit and saving throws to 1 person per caster level. Cast as a 3rd level slot: Also grants advantage regardless of other conditions/circumstances. Cast as a 5th level slot: Also can be cast to apply to all allies within 5' radius per caster level.

Druids: Control Plants and Control Animals [or summoning or something]
Control Plants: Cast as 1st level slot: Entangle. Cast at 3rd level slot: Also acts as Plant Growth. Cast at 5th level: i dunno. Something uber-super plant-y.
Control Animals: Cast as 1st level: Speak with Animals. Cast at a 2nd level slot: also Charms Animal. Cast at a 3rd level slot: Also acts as Animal summoning/Nature's Ally who is then charmed/obedient. Cast at a 5th level slot: Dominate Animal...etc...

Wizards: Magic Missile and "Mystic Barrier"
Magic Missile: For each spell level used produces 1 bolt, does 6 hp of damage each, automatically hits. At 3rd level slot: 3 bolts, damage 6 hp each, or 30' diameter burst of energy, 18 hp to all within area of effect At 5th level slot: 5 bolts, damage 6 hp each, or 50' conical blast, 30 hp to all within range. etc...
Magic Barrier: Cast 1st level slot: Shield. Cast 3rd level slot: Acts as shield but can be cast as 15' diameter globe. Cast 5th level slot: Globe of Invulnerability (blocking physical and magic attacks)...etc...

Illusionists: Color Spray and Phantasmal Force
Color Spray: 1st level normal. 3rd level slot: increase effect somehow...5th level slot: Prismatic Spray...etc...
Phan Force: normal audio-visual...3rd level slot: major image, visual/auditory/olfactory/infrared, maybe extends without concentration...5th level slot: shadow/pseudo-real image...less or no concentration necessary...etc...

Does this make sense/work...or have I jumped the spellbook?
 

Li Shenron

Legend
That would defeat its purpose as a low-level, unpredictable teleportation spell.

But you can choose where you appear, it's not unpredictable. Or did you mean unpredictable for your opponents?

Anyway, it's not a big deal, this spell is one of the least important in my list, I just put it in the list because IMHO it feels a little off that you can increase your total moved distance per round in this way.
 

cmbarona

First Post
But you can choose where you appear, it's not unpredictable. Or did you mean unpredictable for your opponents?

Anyway, it's not a big deal, this spell is one of the least important in my list, I just put it in the list because IMHO it feels a little off that you can increase your total moved distance per round in this way.

I meant unpredictable in that you can't rely on it phasing you into the material plane every round. Perhaps a stipulation that you must reserve up to 10 feet of movement in order to take advantage of the teleportation would solve the dilemma.
 

Rhenny

Adventurer
Polymorph needs to be fixed--currently, it's useless to polymorph allies, and it's completely overpowered to polymorph enemies.

I agree. At the very least, unwilling targets should get to save each round to revert back to normal form. Also...in general saving throws for more dangerous monsters need to be a little easier to make. Right now, 10th level wizard has at least a DC 17 - most monsters have only +1, +2 or +3 in attribute bonus to help them.
 

Bobbum Man

Banned
Banned
Instead of nitpicking which spell belongs at what level, I wonder why we even have spell levels at all?

I think that D&DN should eschew spell levels altogether, and instead consolidate spells with similar purposes/effects and scale them from level one on up.

I'd similar to what the OP suggested for Cure Wounds, where the various spell metrics and effects increase automatically as the caster gains levels.

With spell levels gone, and spells retaining value throughout the character's career, you now have simply have X amount of spell slots as opposed to X amounts of slots for y levels spells, and n slots for z level spells. This means that the only practical difference between a vancian system and a mana point system is now when the spells are prepared. Also, this makes 3E style level-by-level multiclassing more viable.

Since there would be less redundancy in the spell list, and spells don't lose value over levels, you can decrease the amount of spell slots allotted to characters from 20+ to about 12-15. This will make higher level characters easier to generate as well as NPC's.
 

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