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General Tabletop Discussion
Level Up: Advanced 5th Edition (A5E)
Changes in 5E to A5E spells
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<blockquote data-quote="toucanbuzz" data-source="post: 8679046" data-attributes="member: 19270"><p><strong>Friends (c).</strong> Boost. It's actually really useful now. If you have roleplaying going on.</p><p></p><p><strong>Giant Insect (4).</strong> Same quality of spell, still not sure anyone really uses it.</p><p></p><p><strong>Goodberry (1).</strong> Nerf, and the spell needed it imo as it kills the "survival/exploration" aspect of the game too easily for 1st level.</p><p></p><p><strong>Irresistible Dance (Otto’s) (6).</strong> Nerf, and bad. As noted, why would anyone use a 6th level slot on this? Swing and a rare whiff. Looking at <em>phantasmal killer </em>and shaking my head why they removed the "at least it does something even on a save for this high level of a single-target slot."</p><p></p><p><strong>Jump (1).</strong> Boost, especially for lower STR characters. You can do a lot with a 15' vertical.</p><p></p><p><strong>Knock (2).</strong> Big nerf. Same comment as Comprehend Languages. Not a fan. </p><p></p><p><strong>Meteor Swarm (9).</strong> Big nerf. Tremendous drop in damage (-12d6 per meteor). </p><p></p><p><strong>Phantasmal Killer (4).</strong> Boost. A much-needed improvement to at least have the spell do something. </p><p></p><p><strong>Power Word, Kill (9).</strong> Boost. Another "at least it does something..." fix.</p><p></p><p><strong>Power Word, Stun (7).</strong> Boost, just like its buddy PWK.</p><p></p><p><strong>Remove Curse (3).</strong> Nerfed. But in a really inventive way so lower-level casters can't remove higher level curses. </p><p></p><p><strong>Rope Trick (2).</strong> Nerfed big. But, it was already a pretty powerful spell with the long rest mechanic. </p><p></p><p><strong>Slow (3).</strong> Boost. Slow was already an amazing spell, so not sure it needed an "at least it does something" boost.</p><p></p><p><strong>Spirit Guardians (3).</strong> Pros and cons balance out with redesign. It's still a great spell.</p><p></p><p><strong>Tiny Hut (Leomund’s) (3).</strong> Nerf, and much needed. Went back to its original intent and design, adopting what many on the forums saw as a highly abusive spell for a simple 3rd level slot.</p><p></p><p><strong>Wall of Force (5).</strong> Huge nerf but not a horrible one given the impact this spell had on "divide and conquer" enemy troops.</p><p></p><p><strong>Wall of Stone (5).</strong> Nerf just like wall of force.</p><p></p><p><strong>Zone of Truth (2).</strong> Boost. Lying hurts man.</p></blockquote><p></p>
[QUOTE="toucanbuzz, post: 8679046, member: 19270"] [B]Friends (c).[/B] Boost. It's actually really useful now. If you have roleplaying going on. [B]Giant Insect (4).[/B] Same quality of spell, still not sure anyone really uses it. [B]Goodberry (1).[/B] Nerf, and the spell needed it imo as it kills the "survival/exploration" aspect of the game too easily for 1st level. [B]Irresistible Dance (Otto’s) (6).[/B] Nerf, and bad. As noted, why would anyone use a 6th level slot on this? Swing and a rare whiff. Looking at [I]phantasmal killer [/I]and shaking my head why they removed the "at least it does something even on a save for this high level of a single-target slot." [B]Jump (1).[/B] Boost, especially for lower STR characters. You can do a lot with a 15' vertical. [B]Knock (2).[/B] Big nerf. Same comment as Comprehend Languages. Not a fan. [B]Meteor Swarm (9).[/B] Big nerf. Tremendous drop in damage (-12d6 per meteor). [B]Phantasmal Killer (4).[/B] Boost. A much-needed improvement to at least have the spell do something. [B]Power Word, Kill (9).[/B] Boost. Another "at least it does something..." fix. [B]Power Word, Stun (7).[/B] Boost, just like its buddy PWK. [B]Remove Curse (3).[/B] Nerfed. But in a really inventive way so lower-level casters can't remove higher level curses. [B]Rope Trick (2).[/B] Nerfed big. But, it was already a pretty powerful spell with the long rest mechanic. [B]Slow (3).[/B] Boost. Slow was already an amazing spell, so not sure it needed an "at least it does something" boost. [B]Spirit Guardians (3).[/B] Pros and cons balance out with redesign. It's still a great spell. [B]Tiny Hut (Leomund’s) (3).[/B] Nerf, and much needed. Went back to its original intent and design, adopting what many on the forums saw as a highly abusive spell for a simple 3rd level slot. [B]Wall of Force (5).[/B] Huge nerf but not a horrible one given the impact this spell had on "divide and conquer" enemy troops. [B]Wall of Stone (5).[/B] Nerf just like wall of force. [B]Zone of Truth (2).[/B] Boost. Lying hurts man. [/QUOTE]
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