Spells that could be improved / better designed

Gadget

Adventurer
Before the Great Crash, we had an interesting thread going on the weaker spells in 5e and how they could be improved. By weaker, I mean spells that are really a poor choice in all but the most niche of situations and don't really deliver on what is promised. The Original thread made the caveat that some spells might not be ideal for PC casters, but still had their uses and the Power Word spells were brought up as an example: At the level PC's get these spells, most opponents will exceed the HP limits of these spells, thus making them only useful on the yard trash extras or as finishing moves when you guesstimate that the opponent has been sufficiently worn down. But, the OP (I can't remember who started the thread) went on to point out that these spells are ideal for NPC's/monsters to use against PCs, who punch far outside their HP weight class compared to monsters.

So, what spells do think need a little improvement, or clean up in design?

I'll start off with a few.

Friends - Probably the most controversial cantrip, the problems with this spell are numerous. Perhaps it should be changed to a target of one creature that is allowed a Saving Throw. Keep Concentration and allow it last longer (5 minutes?)

True Strike - Just far too much investment for too little payoff. Make it your next attack instead of the next attack on the next turn? Still not to great. Make it able to cast on an friendly creature you can see (including yourself) within 30' and they get advantage on their next attack?

Blade Ward - I'm on the fence with this one. It may be just a little niche, which is okay. I do notice that unlike the very similar Stoneskin, there is no clause about magic weapons bypassing your resistance. But this is limited to attacks from weapons, whereas Stoneskin has no such limitation. The temptation is to make this a bonus action or reaction to cast, but that would just make it too spamable, imho.

Jump - Increase your jump distance three times? I still wouldn't be able to dunk a basketball! :.-( Come on, just make the recipient into the Bionic Man/Woman for the duration, at least as far as jumping is concerned. You know you can hear the cheesy sound effect in your head now. You're welcome.

Witch Bolt - Cool, you get to be Emperor Palpatine for the mere cost of a first level spell! And concentration. And your action on future turns. And a ranged spell attack roll must succeed on the first round. And the damage is slightly better than cantrip damage each round (to be fair, you would have to hit with a cantrip each round, but you wouldn't be out a spell slot if you missed either). And the target can get total cover or move more than 30' from you to end the spell. So how's feel to be on the Dark Side now! This is one of those spells where the fiction and the mechanics just don't match up very well. Maybe it should, like shocking grasp, prevent the target from taking reactions? Maybe you could switch targets (with a new attack roll of course) as part of your action to maintain the spell. Mmmm....

Lesser Restoration - Next level you will literally be able to bring someone back from being (mostly) dead with revivify, but this one can't remove a single exhaustion level? Whats that you say, barbarians would be all over this as a way to remove one of the drawbacks of raging? Eh, says I, you're spending a 2nd level spell slot to do it. Besides, it lets environmental hazards come into play more if you so desire, so game on!

Barkskin - Probably one of the most poorly written spells in the book, it really does not match the fiction very well and does not make a lot of sense. Either let it stack with everything but armor (maybe lower the AC granted if you feel it is too much), or maybe have it remove the Dex bonus to AC due to your skin getting all Bark-like, thereby making it a trade off to use the spell.

Phantasmal Killer - What's that, the target has to fail two different saves before taking damage? And if they fail just one save, they may be frightened for a round? Pfft. Make the damage happen prior to the second save to end the effect.

Contagion - So, the devs realized that they gave out a stun-lock-the-legendary-creature with one of the possible diseases inflicted with this spell and their answer was too...make the spell do nothing until the caster succeeds on a melee spell attack and the target fails three saves before succeeding on three. Okaaaay. How about fixing the stunlock aspect of the spell? Or (I like this one) just have the caster roll a d6 to see what effect they get and sometimes they get the stunlock?

Mordenkainen's Sword - Look at Spiritual Hammer, now back to this spell. Now back to Spiritual Hammer. Loose the concentration requirement at the very least. I always make this spell cancel out a Wall of Force or cut through just about anything just to give it some added utility. Maybe give it a Vorpal effect or something?
 
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I saw that thread and planned to reply. The short of it is I started a similar project over a year ago: http://www.giantitp.com/forums/show...ing-Bottom-of-the-Barrel-Spells-(Cantrip-2nd)

I did up to level 4 or 5 spells. Some of my solutions have changed since then, but it may be an interesting thread none-the-less.

One thing you'll notice is that consensus is impossible so you'll have to make some rulings and just go with it.

I also have a spreadsheet that attempts to balance damage spells: Spell Balance

It's late here so I can't reply in full, but I'll try to tomorrow.
 

I'm posting so I receive updates. Consider me lurking right now. I'm very interested in this topic.


Sent from my iPhone using Tapatalk
 

Friends - Probably the most controversial cantrip, the problems with this spell are numerous. Perhaps it should be changed to a target of one creature that is allowed a Saving Throw. Keep Concentration and allow it last longer (5 minutes?)
I'd say keep it as is, remove "the target becomes hostile" and replace it with "the target is aware you cast the spell on it". Maybe have that 5 minute duration bump, because 1 minute isn't long enough to have most conversations.
True Strike - Just far too much investment for too little payoff. Make it your next attack instead of the next attack on the next turn? Still not to great. Make it able to cast on an friendly creature you can see (including yourself) within 30' and they get advantage on their next attack?
Letting it work on a friend is the way to go.
Blade Ward -
I think blade ward is fine.
Jump - Increase your jump distance three times? I still wouldn't be able to dunk a basketball! :.-( Come on, just make the recipient into the Bionic Man/Woman for the duration, at least as far as jumping is concerned. You know you can hear the cheesy sound effect in your head now. You're welcome.
Cast it on your Strength 20 fighter, and he can now jump 60 feet. Most characters are getting more than a 25 foot jump. I think jump is fine.
Witch Bolt - Cool, you get to be Emperor Palpatine for the mere cost of a first level spell! And concentration. And your action on future turns. And a ranged spell attack roll must succeed on the first round. And the damage is slightly better than cantrip damage each round (to be fair, you would have to hit with a cantrip each round, but you wouldn't be out a spell slot if you missed either). And the target can get total cover or move more than 30' from you to end the spell. So how's feel to be on the Dark Side now! This is one of those spells were the fiction and the mechanics just don't match up very well. Maybe it should, like shocking grasp, prevent the target from taking reactions? Maybe you could switch targets (with a new attack roll of course) as part of your action to maintain the spell. Mmmm....
* Make the ongoing damage switchable with an attack roll
* Add a die to the ongoing damage when it's cast as a 3rd, 6th and 9th level spell (makes it match cantrip damage)
* Don't end the spell if the damage is not dealt, simply require an attack roll to reacquire.
Lesser Restoration - Next level you will literally be able to bring someone back from being (mostly) dead with revivify, but this one can't remove a single exhaustion level? Whats that you say, barbarians would be all over this as a way to remove one of the drawbacks of raging? Eh, says I, you're spending a 2nd level spell slot to do it. Besides, it lets environmental hazards come into play more if you so desire, so game on!
I think that's fine.
Barkskin - Probably one of the most poorly written spells in the book, it really does not match the fiction very well and does not make a lot of sense. Either let it stack with everything but armor (maybe lower the AC granted if you feel it is too much), or maybe have it remove the Dex bonus to AC due to your skin getting all Bark-like, thereby making it a trade off to use the spell.
I think the main reason this spell exists as it does is to give druids a way to have a not crap AC when they take an animal form, hence the non stacking nature. You don't want some animal form to pop up that stacks with it and creates a stupidly high AC, and you don't want to have to do math with your AC just because you cast this spell. So IMO, no change necessary.
Phantasmal Killer - What's that, the target has to fail two different saves before taking damage? And if they fail just one save, they may be frightened for a round? Pfft. Make the damage happen prior to the second save to end the effect.
Agreed.
Contagion - So, the devs realized that they gave out a stun-lock-the-legendary-creature with one of the possible diseases inflicted with this spell and their answer was too...make the spell do nothing until the caster succeeds on a melee spell attack and the target fails three saves before succeeding on three. Okaaaay. How about fixing the stunlock aspect of the spell? Or (I like this one) just have the caster roll a d6 to see what effect they get and sometimes they get the stunlock?
I'd much rather just changing the spell so that the target saves or is infected by the chosen disease exactly as though they had contracted it naturally (although any save DC for the disease becomes the spell DC). The spell is no longer something you drop in combat, but it IS a useful spell.
Mordenkainen's Sword - Look at Spiritual Hammer, now back to this spell. Now back to Spiritual Hammer. Loose the concentration requirement at the very least. I always make this spell cancel out a Wall of Force or cut through just about anything just to give it some added utility. Maybe give it a Vorpal effect or something?
Remove concentration, add casting modifier to damage. Done.
 


Conjure Animals
Conjure Celestial
Conjure Elemental
Conjure Fey
Conjure Minor Elementals
Conjure Woodland Beings

These should be using bonus actions to command the summoned creatures on the caster's turn. The command can still be "Move over there and attack that target!" Also, they shouldn't summon groups. These break the action economy over the knee, and make combat significantly longer.

Spiritual Weapon
This should have concentration. I know, it's the unpopular opinion.
 





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