Sword of Spirit
Legend
Stoneskin has always felt underwhelming to me. At the same time, I can understand why they went with the version in the PHB: it is devilishly hard to balance it well.
I think what really makes it feel underwhelming is that it both requires concentration and costs gold. But just removing one or the other might make it a little bit too good.
It's a spell that never loses effectiveness (given that magical bludgeoning/piercing/slashing damage is a generally rare phenomenon). If you take off both concentration and cost, it would become a dominant, almost assumed to be in play, go-to spell at just about all levels.
If you take off just concentration, it will get used more from the start, but somewhat sparingly still because of the cost. Once you get high enough level that the cost is irrelevant, it will become dominant.
If you take off just cost, it is a little too good at lower levels, but becomes weaker at higher levels when you have better things to do with your concentration--probably keeping it subpar.
I'm thinking that perhaps there is some way to address this with the "at higher levels" mechanic. I also think it could start working against magic damage in a higher slot, so that when you are up against such foes you can still use the spell.
What are your ideas of how to adjust the variables to keep it a balanced defensive option throughout the game (if possible) without it becoming a dominant, assumed go-to option?
I think what really makes it feel underwhelming is that it both requires concentration and costs gold. But just removing one or the other might make it a little bit too good.
It's a spell that never loses effectiveness (given that magical bludgeoning/piercing/slashing damage is a generally rare phenomenon). If you take off both concentration and cost, it would become a dominant, almost assumed to be in play, go-to spell at just about all levels.
If you take off just concentration, it will get used more from the start, but somewhat sparingly still because of the cost. Once you get high enough level that the cost is irrelevant, it will become dominant.
If you take off just cost, it is a little too good at lower levels, but becomes weaker at higher levels when you have better things to do with your concentration--probably keeping it subpar.
I'm thinking that perhaps there is some way to address this with the "at higher levels" mechanic. I also think it could start working against magic damage in a higher slot, so that when you are up against such foes you can still use the spell.
What are your ideas of how to adjust the variables to keep it a balanced defensive option throughout the game (if possible) without it becoming a dominant, assumed go-to option?