Ath'kethin
Elder Thing
I've said it before: I think the best sign that 5e is an incredibly well-designed and balanced system is that people actually whine about how fighters are too powerful compared to wizards.
I've said it before: I think the best sign that 5e is an incredibly well-designed and balanced system is that people actually whine about how fighters are too powerful compared to wizards.
Apologies, but my initial chart is both too powerful when compared to the Fighter's damage, and an exact(ish) match for how the worthwhile damage spells currently in the game scale.
In other words the current best spells are too powerful by a serious magnitude.
Obviously worthwhile is subjective, but what spells are you basing this on? I am guess your buffing the damage in some manner as one of your examples, magic missle, does only 38.5 damage as written (1d4+1 x 11) at 9th level, which is a 3rd level spell damage in your table. Also, the most powerful damage spell in the game (Meteor Swarm) only does 140 avg. damage to multiple targets, much less than the 9th level damage of your table. Similarly, the highest damage single target spell (disintegrate) does 105 avg. damage at 9th level, which is between a 6th & 7th level spell on your chart (and about a 1/3 of the damage of your 9th level spells)
IMO, a spell damage table should just respond to the damage as written. Am I missing something?
I don't have time at the moment to comment on all of them, but meteor swarm does 40d6 damage (20d6 fire and 20d6 bludgeoning). Not sure where you getting 60d6. It is also intentionally OP (just like fireball at 3rd, both of which I don't like). Fire ball cast at 9th is only 14d6.At 1st level, a Magic Missile does the equivalent of 3d6 (3d4+3).
At 3rd level, a Fireball does 8d6 to an area, still slightly higher than predicted.
At 4th level, a Sickening Radiance does 8d10, assuming that it lasts two turns, which is slightly more than listed (which makes sense because no half on failure).
At 5th level, Animate Objects does far too much damage even for my chart, Cone of Cold does 8d8, which is slightly less than predicted.
Skipping some for now because of real world obligations;
At 9th level, Meteor Swarm does 60d6 damage, 3.5 behind predicted.
I don't have time at the moment to comment on all of them, but meteor swarm does 40d6 damage (20d6 fire and 20d6 bludgeoning). Not sure where you getting 60d6. It is also intentionally OP (just like fireball at 3rd, both of which I don't like). Fire ball cast at 9th is only 14d6.
EDIT: Ok, you are cherry picking certain spells at each level. I get it now. I now the designers have made certain "signature" spells OP so that may be what your seeing. I don't agree with that design approach and would rather they all followed the DMG guidelines.
In order, for 1 a large amount of damage can mean a lot of waste damage. For 2 I haven't really considered anything other than the average damage the table's are based off of. I did try doing a more standardised system, but it was an unholy, incomplete beast so I old yeller'd it and decided to eyeball things. 3 relates somewhat to 2, where I decided that range should be a damage-decreasing factor. Either that or increase weapon damage. I seemed to have somewhat addressed 4 in the above, not much more to add.