In this thread, the goal is to address some of the weakest spells in dnd with quick simple changes. Again, our goal is not to revamp the spell and change it entirely, just a slight adjustment that fixes the biggest issue. I'm not all of the really weak spells here, just a personal top 5 of mine.
Weird: Remove the saving throw.
Now weird goes the worst 9th level spell in the game to a spell of unshakable fear. The spell can now do incredible damage if it applies long enough, and applies a long standing condition that cannot be resisted. The only way to beat weird is to endure it, to be immune to it, or to stop the caster's concentration.... aka a real 9th level spell.
Counterpoint:
Remove the initial saving throw. Have it require 3 successful saving throws for it to end the fear, and a success means half damage. Damage occurs regardless of fear status.
I think that makes it good enough. It violates the rule that debilitating conditions are gated behind 1 save, which 5e mostly follows.
Mordenkainen's Sword: Remove the attack roll, the sword automatically hits.
What is one of the lamest damaging spell in the game now turns into magic missiles big brother. An irresistible force effect, that while still doesn't do a lot of damage, now can affect a creature no matter their AC, giving it a decent niche.
Counterpoint:
Remove concentration.
Give it a speed of 60'.
Have it approach and attack the last target if not given an order.
Make the order an action. But when given the order, it attacks twice.
Immolation: The target takes 1 exhaustion on each failed saving throw.
Currently immolation requires two failed saving throws just to get to the damage of a fireball....and its one target....and its concentration. This spell needs to do a lot more bang for the buck. Adding in exhaustion creates a nasty secondary effect, and makes failed saves painful beyond the mediocre damage.
Exhaustion is a bit of a meh mechanic.
Counterpoint:
The spell doesn't end with a successful saving throw. While you are concentrating on the spell, you can expend an action to force a creature to make a dexterity saving throw or take 8d6 fire damage and start to burn. If they succeed, they take half damage.
While burning, they must make a constitution save at the end of each of their turns or take 4d6 fire damage. On a successful save they stop burning, or if you use your action to attempt to make a target burn.
This, again, lets you expend more actions and burn more targets for the 1 minute. You can also hit the primary target again and again at the cost of your action. Or you can let it coast on the last target.
True Strike: Change duration to 1 minute (concentration). The target may gain advantage on any 1 attack roll during the duration.
This gives True Strike a niche as a "buff and break down the door" spell. By allowing it to be used at some point during the minute, it provides much needed flexibility to the spell, allowing you to use it when you need it.
I think it should have more use than that.
True Strike: Increase range to line of sight. And, if the attack hits, it deals an extra 1d12 damage. At higher levels: The damage is increased to 2d12 at level 5, 3d12 at level 11 and 4d12 at level 17.
This is enough to makes it decent, but not stellar, DPR.
Circle of Death: All creatures in the spell area are poisoned until the beginning of your next turn (no save)
This spell just doesn't do nearly enough effect to justify its spell level, so now we add an automatic status rider (though a fairly weak condition at this level) to sweeten the deal.
I'd give it a duration of 1 minute, and have the radius start at 60' and grow by 5' every round. Creatures who start their turn in the area, or enter it on their turn for the first time, make the save.
It becomes a concentration-free area denial with enough bite to make it worth shoving foes into it. The growing circle of death is also nice nightmare fuel.