D&D 5E Elemental Evil companion spells underwhelming?

Some of the spells are pretty weak. Abi-Dalzim's Horrid Wilting and Snilloc's Snowball Swarm have already been mentioned (compare them to Sunburst and Shatter, respectively). Immolation is also pretty underwhelming. Flaming sphere deals 5d6 damage per round in a 5th level slot, can hit an area, and doesn't end if the target succeeds on its first saving throw. Flame arrows also seems really weak for 3rd level.

There are some really good spells, though. The new cantrips that do minor elemental effects are a lot of fun. Catapult is a potent 1st level attack spell that also has quite a bit of utility. Absorb elements is a life-saver. Transmute rock is incredibly powerful. Not only is it a snare that doesn't require concentration, it is also an incredibly effective demolition tool that can easily bring down towers, castle walls, etc.
 

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Absorb elements is a fantastic anti-fireball etc spell, right when you need it.

Hmm actually can you fireball yourself, and use Absorb elements?

I used to have a DnD psionicist character years ago who had something like Absorb elements, forget what it was called now. It was extremely helpful, one of his top powers.
 


On a different note, has anyone figured out which part of Erupting earth is a typo? It's a 3rd level spell that does a mere 3d12, but has the text "At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d12 for each slot level above 2nd." Don't you always have to cast it at a 3rd level spell slot or higher? But at 3d12 it's pretty weak. 4d12 base would make more sense to me, a higher variance fireball.

My bet is that the spell level is right and the text is old.

Fireball does more base damage, but scales more slowly, topping at 14d6 (avg 49) IIRC, while Erupting Earth tops at 9d12 (avg 58.5), taking the lead at 6th level - although there might be other better spells at that level.

BTW also Ld12 with L=level makes it easier to remember.
 

Some of the spells are pretty weak. Abi-Dalzim's Horrid Wilting and Snilloc's Snowball Swarm have already been mentioned (compare them to Sunburst and Shatter, respectively). Immolation is also pretty underwhelming. Flaming sphere deals 5d6 damage per round in a 5th level slot, can hit an area, and doesn't end if the target succeeds on its first saving throw. Flame arrows also seems really weak for 3rd level.
* ADHW doesn't really bring much that is new to the table for a precious 8th level slot (unless one is a necromancer)....BUT the 60 foot radius of Sunburst is frequently more of a liability than a benefit in a dungeon setting at least. (Although by 15th level a character more than likely has plenty of scalable area damage spells that could more easily be used in enclosed settings).

* Snilloc's Snowball Swarm vs Shatter: The snowball swarm doesn't make a booming sound that can be heard halfway across the dungeon, nor does it destroy all the hard-won loot lying on deceased enemies. These are not inconsiderable benefits...though many DMs may handwave these issues.

* Immolation vs Flaming Sphere: Immolation is really more of an NPC spell. While Flaming Sphere will do more damage on average and functions to some extent as battlefield control, Immolation has two significant benefits. 1) It causes instant death to anyone it drops. And 2) It does not require LOS to maintain threat on the victim. As I said, these are both better for NPCs since the PCs are generally expected to be the ones still standing after the combat (and thus in a position to save unconscious comrades), PCs are more likely to have magical healing available in combat, and because, at least in my personal experience, NPC casters tend to have the more difficult time maintaining concentration while within LOS of enemies.

* Flame Arrows: I've yet to see an edition where this spell wasn't weak. That said, I'm weirdly curious to see how this spell really plays out in practice. Given the opportunity cost of BOTH concentration AND a 3rd level spell slot AND the limited number of uses I doubt it's ultimately worthwhile. Particularly given the existence of lower-level alternatives like Hunter's Mark (How again is Flame Arrows still 3rd level for rangers?), Enlarge, Divine Favor (both lower level AND a bonus action casting time).
 
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Flame Arrows: I've yet to see an edition where this spell wasn't weak. That said, I'm weirdly curious to see how this spell really plays out in practice. Given the opportunity cost of BOTH concentration AND a 3rd level spell slot AND the limited number of uses I doubt it's ultimately worthwhile. Particularly given the existence of lower-level alternatives like Hunter's Mark (How again is Flame Arrows still 3rd level for rangers?), Enlarge, Divine Favor (both lower level AND a bonus action casting time).
The only advantages I can think of that Flame Arrows brings over Hunter's Marks is multiple simultaneous targets, and targets that have piercing damage resistance, but not fire damage resistance.

So, I agree that it's weak, if you (the ranger) have to cast it yourself. If you can convince your friend (don't recall who has it on their list at the moment) to cast it on your arrows, it's ok. :)
 

Earth Tremor vs Thunderwave. EW has a much larger AoE, it can knock targets prone, it creates difficult terrain.... and it *DOESN"T* make a huge noise heard a football field away.

Conjure Bonfire: Besides being way cool.... it can be used for battlefield control, block off a doorway, put it in front of your fighter, so the enemy melee fighter must leave or take extra damage

Frostbite: Cause disadvantage along with damage

Ice Knife is a pretty good singletarget-AoE hybrid.

Vitriolic Sphere is the most damaging AoE spell in the game now (Bar Meteor swarm)

Earthbind does great things to flying targets


They did a nice job in creating spells that are different, and usable, with appropriate trade-offs.
 

Frostbite is nice because there is now an Evocation cantrip with a save, so Evokers can benefit from both Empowered Evocation and Potent Cantrip with the same spell.
 

The only advantages I can think of that Flame Arrows brings over Hunter's Marks is multiple simultaneous targets, and targets that have piercing damage resistance, but not fire damage resistance.

So, I agree that it's weak, if you (the ranger) have to cast it yourself. If you can convince your friend (don't recall who has it on their list at the moment) to cast it on your arrows, it's ok. :)
Sorcerers and Wizards have it, but c'mon, they have even better spells to concentrate on than Hunter's Mark. I mean, do you want +1d6 fire damage on your attacks or do you want +1 attack and +2 AC?

IMO, because the damage it does is sustained rather than burst, and each arrow can only hit one target, and because it's lost completely if the arrow misses, they could drop the concentration requirement on Flame Arrows and it would be both valuable and balanced. I mean, if I were a wizard trying to decide between casting a Fireball or casting non-concentration Flame Arrows, I would consider the situation (how many targets can I hit with Fireball, risk of collateral damage or friendly fire), but the concentration requirement just makes it a non-starter. Concentration is better used on Haste, Flaming Sphere, or a dozen other spells.

Might need to change the duration, though. An hour with no concentration risks being one of those pre-load buffs that 5th ed is supposed to do away with.
 

Horrid Wilting is horrid. Single 8th level slot a day to cast that? Get real. Sometimes I don't even know what the designers are thinking when they design a spell that weak and useless.
 

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