D&D (2024) Make SPELLS Balanced

Yaarel

He Mage
Make SPELLS Balanced

This thread doublechecks the official spells in 5e. The hope is the 2024 edition will calibrate the spells, so every spell in a same slot will be about equal in value.

5e does an excellent job at nerfing the spells from earlier editions that were historically broken. This effort is part of why 5e is a remarkably robust gaming engine that can handle character optimization. At the same time, 5e made less effort to upgrade spells that were subpar from earlier editions. There are trap options that are disruptively inferior to other options in the same slot.



To avoid confusion between "class level" and "spell level", I will refer to spell levels as "slots". For example, a "5th-level spell" is the same thing as a "5th-slot spell", a "5 slot spell", and a "spell that requires 5 slots".



DAMAGE SPELLS

The classic damage spells, like Fireball, deal instantaneous save-for-half damage. A multi-target spell should deal 7 damage per slot. A single-target spell should deal 9 damage per slot.

The 2014 Dungeon Masters Guide (page 284) advises how much damage a spell should do per slot. However, similar to how the Monster Manual ignores the DMG advice for monsters, the Players Handbook ignores the DMG advice for spells. For example, the DMG says a 3rd-slot spell should deal 21 damage (6d6), but no spell like this exists in 5e. 5e spells deal amounts of damage that are wildly inconsistent. Even so, it is possible to identify certain spells as bench marks that other spells can measure against. Whence: multi-target should deal about 7 damage per slot and single-target should deal about 9 damage per slot.

The following spells deal an appropriate amount of damage for their slot.

SLOTMULTI-TARGETSINGLE-TARGET
1st-slot 2d6 damage (7)
Arms of Hadar (7)
Burning Hands (10.5)
2d8 damage (9)
Ray of Sickness (9)
Dissonant Whispers (10.5)
Hellish Rebuke (11)
Chromatic Orb (13.5)
Inflict Wounds (16.5)
2nd-slot4d6 damage (14)
Shatter (13.5)
4d8 damage (18)
Scorching Ray (21)
3rd-slot6d6 damage (21)
6d8 damage (27)
4th-slot8d6 damage (28)
8d8 damage (36)
Blight (36)
5th-slot10d6 damage (35)
Destructive Wave (35)
Cone of Cold (36)
Conjure Volley (36)
10d8 damage (45)
Harm (49)
6th-slot12d6 damage (42)
Chain Lighting (45)
12d8 damage (54)
7th-slot14d6 damage (49)
14d8 damage (63)
Finger of Death (61.5)

Notes.

To get a sense of the 5e gaming engine, these spells should be 4th-slot spells: Fireball, Flame Strike, Lightning Bolt, and Circle of Death.

The 7th- and 8th-slot damage spells are remarkably subpar. Even 7th-slot Finger of Death is slightly subpar. Yet, the 9th-slot has extremely high damage dealing spells. Instead of the scaling multi-target 63 damage, Meteor Swarm deals 140 damage. Instead of the scaling single-target 81 damage, Power Word Kill deals 100 damage.

Several damage spells might need to relocate to a lower slot where they can become competitive with the other spells at that lower slot. Otherwise to remain in their current slot, they require a damage boost or possibly additional effects. Examples of subpar damage spells include: Melfs Acid Arrow, Conjure Barrage, Ice Storm, Flame Strike, Circle of Death, Fire Storm, and Sunburst.
 
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tetrasodium

Legend
Supporter
Epic
Make SPELLS Balanced

This thread doublechecks the official spells in 5e. The hope is the 2024 edition will calibrate the spells, so every spell in a same slot will be about equal in value.

5e does an excellent job at nerfing the spells from earlier editions that were historically broken. This effort is part of why 5e is a remarkably robust gaming engine that can handle character optimization. At the same time, 5e made less effort to upgrade spells that were subpar from earlier editions. There are trap options that are disruptively inferior to other options in the same slot.



To avoid confusion between "class level" and "spell level", I will refer to spell levels as "slots". For example, a "5th-level spell" is the same thing as a "5th-slot spell", a "5 slot spell", and a "spell that requires 5 slots".



DAMAGE SPELLS

The classic damage spells, like Fireball, deal instantaneous save-for-half damage. A multi-target spell should deal 7 damage per slot. A single-target spell should deal 9 damage per slot.

The 2014 Dungeon Masters Guide (page 284) advises how much damage a spell should do per slot. However, similar to how the Monster Manual ignores the DMG advice for monsters, the Players Handbook ignores the DMG advice for spells. For example, the DMG says a 3rd-slot spell should deal 21 damage (6d6), but no spell like this exists in 5e. 5e spells deal amounts of damage that are wildly inconsistent. Even so, it is possible to identify certain spells as bench marks that other spells can measure against. Whence: multi-target should deal about 7 damage per slot and single-target should deal about 9 damage per slot.

The following spells deal an appropriate amount of damage for their slot.

SLOTMULTI-TARGETSINGLE-TARGET
1st-slot 2d6 damage (7)
Arms of Hadar (7)
Burning Hands (10.5)
2d8 damage (9)
Ray of Sickness (9)
Dissonant Whispers (10.5)
Hellish Rebuke (11)
Chromatic Orb (13.5)
2nd-slot4d6 damage (14)
Shatter (13.5)
4d8 damage (18)
Scorching Ray (21)
3rd-slot6d6 damage (21)
6d8 damage (27)
4th-slot8d6 damage (28)
8d8 damage (36)
Blight (36)
5th-slot10d6 damage (35)
Destructive Wave (35)
Cone of Cold (36)
Conjure Volley (36)
10d8 damage (45)
Harm (49)
6th-slot12d6 damage (42)
Chain Lighting (45)
12d8 damage (54)
7th-slot14d6 damage (49)
14d8 damage (63)
Finger of Death (61.5)

Notes.

To get a sense of the 5e gaming engine, these spells should be 4th-slot spells: Fireball, Flame Strike, Lightning Bolt, and Circle of Death.

The 7th- and 8th-slot damage spells are remarkably subpar. Even 7th-slot Finger of Death is slightly subpar. Yet, the 9th-slot has extremely high damage dealing spells. Instead of the scaling multi-target 63 damage, Meteor Swarm deals 140 damage. Instead of the scaling single-target 81 damage, Power Word Kill deals 100 damage.

Several damage spells might need to relocate to a lower slot where they can become a more comparable to the other spells at that lower slot. Otherwise to remain in their current slot, their damage requires a boost or possibly additional effects. Examples of subpar damage spells include: Melfs Acid Arrow, Conjure Barrage, Ice Storm, Flame Strike, Circle of Death, Fire Storm, and Sunburst.
I very much agree on correcting the "intentionally overtuned"* spell problem since it really creates a mess both for casters & GMs alike. While they are at doing that 5.5 needs to correct problems caused by the overuse of concentration to hamstring

[edit: I link to this rather than a guide describing how to because it nicely explains the what & why in ways a guide would obfuscate with excess data]
buff debuff & control type spells are a thing that serve to make the rest of the party shine a bit brighter & give them wiggle room when its needed but between so much of the system being constructed with an effort to "embrace the imbalance"* there isn't much room or need for it.

*I wish those were not direct quotes
 
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Horwath

Legend
I like 8d6 fireball.
There are more problems with casters than removing HP from targets.
Control, battlefield manipulations are far more effective than removing HPs.
Most monsters are huge bags of HPs anyway.

All spells should be around fireballs damage at 3rd spell level.

also damage spells need better scaling.

banishment goes from 1 target to 2 targets at spell levels 4 and 5.
+100% efficiency.
fireball goes from 9d6 to 10d6 from 4th to 5th level.
+11% efficiency. What a joke.

depending on side effects, damage types, AoE size, most, if not all damaging spells should be based on d6 and d8 only.

upcasting of damaging spells should be 3 dice for single target, and 2 dice for AoE.

I.E.
fireball should deal +2d6 extra per spell level. with +5ft radius increase.

Scorching ray should be 2 rays for 3d6 at 2nd level and gain one 3d6 ray per spell level.
 


Yaarel

He Mage
I like 8d6 fireball.
I appreciate the Wizard casting a Fireball is an iconic D&D tradition. The designers want to give this icon "plot protection".

Even so, in the context of 5e, the design goal works better as a special Wizard feature to boost the Fireball spell, rather than creating an overpowered spell that disrupts the balance of other spells. Compare how the Warlock boosts the Eldritch Blast cantrip and the Detect Magic spell, and how the UA Ranger modifies Conjure Barrage.

The Fireball spell is thematically appropriate for an elemental Druid. It helps for the Druid to have it on the spell list even if without a special Wizard boost.

There are more problems with casters than removing HP from targets.
Control, battlefield manipulations are far more effective than removing HPs.
Most monsters are huge bags of HPs anyway.
This thread can discuss any kind of spell. The first post address the damage spells as a starting point. Comparing the numbers shows clearly the 5e spells need calibration generally, for the sake of balance.

also damage spells need better scaling.
Looking at what a spells damage should be for each slot, helps clarify how much damage spells should scale.

Generally, +2d6 for multi-target and +2d8 for single-target.
 
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Horwath

Legend
I appreciate the Wizard casting a Fireball is an iconic D&D tradition. The designers want to give this icon "plot protection".

Even so, in the context of 5e, the design goal works better as a special Wizard feature to boost the Fireball spell, rather than creating an overpowered spell that disrupts the balance of other spells. Compare how the Warlock boosts the Eldritch Blast cantrip and the Detect Magic spell, and how the UA Ranger modifies Conjure Barrage.
Special wizard boost could be +1 damage per die rolled.
Fireball, 8d6+8
 

Yaarel

He Mage
I very much agree on correcting the "intentionally overtuned"* spell problem since it really creates a mess both for casters & GMs alike.
Yeah. The imbalance of spells causes all kind of problems, including ranging from trap options, to hampering class access to thematically appropriate spells, to imbalance between casters and noncasters. And more.

While they are at doing that 5.5 needs to correct problems caused by the overuse of concentration to hamstring
I dont have as strong a feel for the Concentration mechanic. The spells that I go for tend to deserve it. But there are spells that clearly dont deserve it, and others that should probably have it.

buff debuff & control type spells are a thing that serve to make the rest of the party shine a bit brighter & give them wiggle room when its needed but between so much of the system being constructed with an effort to "embrace the imbalance"* there isn't much room or need for it.
Yeah. Yet an other problem that spell imbalance causes. Spells that are good for party participation end up not happening, because they are less good than other spells at the same slot.
 

Yaarel

He Mage
Wildfire druid should get it as a bonus spell instead of Plantgrowth or Revivify.
The Wildfire Druid should probably have both Fireball (and Lightning Bolt since lightning normally causes natural wildfires) as well as Plantgrowth (since the forest burnings fertilize the soil).

The Wildfire Druid also needs access to Revivify if serving as the party healer.
 

Yaarel

He Mage
Special wizard boost could be +1 damage per die rolled.
Fireball, 8d6+8
Brainstorming.

The Wizard can have a feature that can increase the die size of the Fireball spell and any other Fire spell.

For balance generally, a 3rd-slot spell deals about 6d6 damage.

But the Wizard feature would convert d6→d8 to deal 6d8 damage.

It would work for other Fire spells too, including cantrips and Burning Hands.
 

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