Yaarel
🇮🇱 🇺🇦 He-Mage
The 5e design team cared about ‘broken’ spells, spells whose effects were too powerful for the spell level that they appeared in. They made an effort to remove all broken spells from the game, mostly by rethinking and redesigning the spell description. As far as I can tell, the 5e design team was successful.
In my own combing thru the spell lists, I am also looking for broken spells that are too good, at the same time as looking for spells that are meh or terrible in comparison to other spells at the same level. I can honestly say, I have not yet found a single broken spell among all of the official spells. Even spells that I assumed would be broken, like Fly, because they are egregious in the other editions of D&D, seem to be no problem in 5e. I had to think about why arent they a problem? In the case of Fly, it seems that the rethinking and redesign that employs the mechanic of ‘concentration’, seems to be working as intended. Fly is powerful, but when concentration forces the caster to cast only one powerful spell at a time, instead of a simultaneous Christmas tree of powerful spells − the spell enjoys safe balance. The caster classes as a whole become more balanced alongside noncaster classes. No doubt there is a problem here or there, one spell might work better if requiring concentration, and an other spell might work better if removing concentration. But it is easy to isolate and fix specific offenders. And so far, none of them involve a case of ‘breaking’ the game.
So the spell list had spells that were too powerful for their level, and the designers fixed them. However. Even a casual glance thru the spell descriptions makes it clear there are also spells that are not powerful enough for their level, and the designers had little interest in fixing any of these.
The assumption that all official spells are in the appropriate spell level is self-evidently false. Some levels have subpar spells that are more suitable for lower spell levels. But it can be said, there are no broken spells that are too much for their spell level.
In my own combing thru the spell lists, I am also looking for broken spells that are too good, at the same time as looking for spells that are meh or terrible in comparison to other spells at the same level. I can honestly say, I have not yet found a single broken spell among all of the official spells. Even spells that I assumed would be broken, like Fly, because they are egregious in the other editions of D&D, seem to be no problem in 5e. I had to think about why arent they a problem? In the case of Fly, it seems that the rethinking and redesign that employs the mechanic of ‘concentration’, seems to be working as intended. Fly is powerful, but when concentration forces the caster to cast only one powerful spell at a time, instead of a simultaneous Christmas tree of powerful spells − the spell enjoys safe balance. The caster classes as a whole become more balanced alongside noncaster classes. No doubt there is a problem here or there, one spell might work better if requiring concentration, and an other spell might work better if removing concentration. But it is easy to isolate and fix specific offenders. And so far, none of them involve a case of ‘breaking’ the game.
So the spell list had spells that were too powerful for their level, and the designers fixed them. However. Even a casual glance thru the spell descriptions makes it clear there are also spells that are not powerful enough for their level, and the designers had little interest in fixing any of these.
The assumption that all official spells are in the appropriate spell level is self-evidently false. Some levels have subpar spells that are more suitable for lower spell levels. But it can be said, there are no broken spells that are too much for their spell level.
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