D&D (2024) What spells should be dropped?

Stalker0

Legend
I also think you could easily remove about half of the spells in the game with little noticeable impact, once you consider how many spells are minor variations or just seldom taken. Possibly three quarters.

And I know that, whatever spell you mention, you will get folks on a forum like this claiming that it is the best spell ever because reasons. I see a LOT of character sheets, though, and the reality is that a relative handful of spells see 90% of the action.

An interesting exercise is to make a list of just the vital spells for each class, the ones that are must-haves.
It would be interesting to see dnd beyond stats on how what spells players have prepared. It’s not a perfect representation of course, but it would be telling if a lot of spells were…let’s say less than 1% of characters at a level that could have that spell. That could be a decent indicator that the spell is just not cutting the mustard
 

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Clint_L

Hero
Level 3 cuts (this is a strong level):

Arshdalon's Stride
Catnap
Erupting Earth
Feign Death
Flame Arrows
Incite Greed
Life Transference
Lightning Bolt (or make it level 2)
Magic Circle
Remove Curse (should be clerics only)
Sleet Storm
Summon lesser demons
Summon Fey
Thunder Step
Vampiric Touch
Wall of Sand
Wall of Water
Water Breathing
 




Clint_L

Hero
Level 6 Cuts:

Arcane Gate
Create Undead
Drawmij's Instant Summons
Flesh to Stone
Investiture of Flame/Ice/Stone/Wind
Magic Jar
Otiluke's Freezing Sphere
Sunbeam
Tenser's Transformation
Wall of Ice
 

Clint_L

Hero
Level 7 Cuts:

Create Magen
Delayed Blast Fireball
Dream of the Blue Veil
Finger of Death
Forcecage (should be nerfed)
Mordenkainen's Sowrd
Power Word: Pain
Project Image
Sequester
Simulacrum (needs a nerf)
Symbol
Whirlwind
 



Clint_L

Hero
Level 9 Cuts (being very gentle here as most Level 9 spells are powerful but situational by design. Then there's Wish):

Blade of Disaster
Weird
Wish (nerf)
 

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