And of course, what if there’s additional effects of the spell beyond damage? Like ice storm? Is a round of difficult terrain worth a damage adjustment of some kind?
Yes, but the penalties are sometimes too harsh.
Ice storm for example covers a huge area and one round of difficult terrain can mean one round of extra hurt before the enemies can approach.
Unless the caster can "sculpt" the area effect to avoid hitting allies, the larger the area effect means the less useful the spell is − thus the lower the level it is.
Not if you can cast it at range and catch more enemies without targeting your allies. It and of itself, a bigger boom is better, but there are situations where you'd prefer a smaller one.
The point is that you can't use two Power Words Kill to kill an opponent with 200 hp (ignoring for the moment that you rarely have the ability to cast two 9th level spells). With a Fireball, it doesn't matter much when in the fight you cast it. First round, fifth round, whatever. It might be less efficient in the fifth round because there are fewer targets and/or allies are more mushed up with enemies, but other than that it works just as well. But PWK needs softening up first.
I want an end to some bad spells which were such duds almost nobody took them. But I am not that interested in precise damage balance. Spells are too varied, and what some value in add-ons others don't, and that should remain as personal preference. How do you balance fire damage being more commonly resisted? How to you value forced movement, or restrained? Let players and DMs decide this on their own and just continue to offer a wide variety of combinations and options. I don't want it bogged down too much in an extensive formula behind each spell making sure it's balanced against other spells. I just want all the spells to be roughly as useful to someone, at that same level. Even if one spell is highly circumstantial and the other has broader utility.
I like those damage amounts for spells that focus on damage only.
So for 3rd slot, a damage spell that includes an effect that useful and effective in combat would deal closer to 21 damage (6d6). But a spell whose use is mainly damage would deal 24.5 damage (7d6). Essentially, the spell is swapping out damage for a useful effect.
Because there is a quite range from 6d6 until 8d6. There is flexibility to design each spell on a case by case basis, and even some room for error.
Damage is important, because against a hostile in combat, Dead is the best condition. Hit points are both essential and easy to track. Likewise, focus fire is the most effective combat tactic. Almost any other effect prolongs the battle and increases risk.
Regarding the radius of the spell, because of theater of the mind, I am less enthusiastic about micromanaging distances. Normally in combat, the only distances that are useful are: adjacent, within a 30 foot move, or beyond.
The purpose of pacing out amounts of damage across levels is to make the higher levels more playable, with balanced expectations at those levels.
Even at lower levels, spells that are obviously more powerful than other spells at the same slot make the rest of the spells less desirable and less useful in comparison.
The benefits of a sober restraint when assigning damage amounts are many.
Here is a list of all of the official 5e spells at 1st slot.
In this assessment, spells must be worth preparing. Spells that a character is less likely to prepare probably work better for a nonspell feature, such as skill or nonspell ritual. Normally, spells that are useful in combat are highly regarded. Spells that are versatile and invite thinking outside-the-box, like Silent Image, are also highly regarded. A spell listed as "(near)" has a range of 15 feet or less, and is better for melee-competent characters like Paladin and Hexblade but less good for "squishy" characters like most Wizard builds.
The spells list from Problematic to Worst to Best. Generally spells in the same group are tough choices to choose between. The spells should rank from worse to better. If you feel a particular spell is out of order, mention which two spells it should instead go between.
1st SLOT
Obsolete Spells − 5e skills obsolete this spell − NEEDS RETHINK
Identify → Arcana skill → short rest automatically identifies any magic item
Comprehend Languages → History skill
Jump → Athletics skill
Animal Friendship → Animal Handling skill
Detect Poison and Disease → Medicine skill
Snare → Survival skill
Detect Planar/Good/Evil → Religion/Arcana skill
Detect Magic → Arcana skill (this spell is excellent but works better as skill)
Unworthy Spells − mostly unworthy of preparation − NEEDS RETHINK
Color Spray
Purify Food and Drink
Create Food and Water
Ceremony
Less Useful − ineffective/situational/unlikely to prepare − NEEDS BOOST/RETHINK
Floating Disk
Witchbolt
Speak with Animals
Unseen Servant
Searing Smite (near)
Not Bad − forgivable to prepare but other spells better − NEEDS DOUBLECHECK
Ray of Sickness
Arms of Hadar (near)
Alarm
Beast Bond
Feather Fall
Charm Person
Divine Favor (near)
Compelled Duel (near)
Armor of Agathys
False Life
Hail of Thorns (near)
Longstrider
Bane
Sanctuary
Good − standard effect for this spell slot
Heroism
Ice Knife
Locate Object
Earth Tremor (near)
Burning Hands (near)
Inflict Wounds (near)
Chromatic Orb
Catapult
Chaos Bolt
Fog Cloud
Wrathful Smite (near)
Command
Grease
Cause Fear
Shield of Faith
Protection From Planar/Evil/Good
Thunderwave
Expeditious Retreat
Zephyr Strike (near)
Cure Wounds
Goodberry
Mage Armor
Tashas Caustic Brew
Hellish Rebuke
Dissonant Whispers
Ensnaring Strike (near)
Sleep
Disguise Self
Silent Image
Excellent − may or may not be balanced − NEEDS DOUBLECHECK
Faerie Fire
Thunderous Smite (near)
Hunters Mark
Hex (near)
Absorb Elements
Guiding Bolt
Magic Missile
Healing Word
Find Familiar
Entangle
Tashas Hideous Laughter
Shield
Bless
However, that's not always a factor when it comes to a wizard (assuming that hasn't changed). Look at floating disk for example, would I prepare that spell, no most likely not. Would as a wizard I want that in my book so I can ritually it out whenever I need, yes absolutely.
I agree with all of these except Comprhend Languages. You can learn the languages, or use magic. History is not a substitute.Comprehend languages is an invaluable first-level spell for some campaigns, and is exactly what a ritual first-level spell should be.
Ceremony should never have been introduced. It is terrible. Ceremonies should not have a mechanical effect, and should be what the Acolyte background lets you do.
I don't understand the hate of Color Spray.
Purify/create are obstacle-avoiding spells (as is goodberry), and it completely defangs some adventures, where the challenge is in deprivation. They're not unworthy, but when they are relevant, they are antagonistic to the plot of the adventure. They reinforce an us vs the DM mentality, instead of a collaborative one.
Three of these are rituals (as are four of the spells in the categories above). That, I think, is telling: it suggests that your problem is with rituals spells (which is reinforced with the new ritual rules -- bring back ritual casting from before). I have had characters take Ritual caster in order to have access to Floating Disk and Unseen Servant specifically.
Rituals have a real place in the game, and they don't all need to be cranked up to 11, unless players have to squeeze out more effective options because space is limited (as with the new Rit Caster feat).
Not Bad − forgivable to prepare but other spells better − NEEDS DOUBLECHECK
Ray of Sickness
Arms of Hadar (near)
Alarm
Beast Bond
Feather Fall
Charm Person
Divine Favor (near)
Compelled Duel (near)
Armor of Agathys
False Life
Hail of Thorns (near)
Longstrider
Bane
Sanctuary
Goodberry is not a problem if (a) each berry takes an action to eat, (b) you can't make someone unconscious eat food, and (c) you ignore the sage advice about the intersection with Life Cleric.
Faerie Fire is very strong throughout the game; I'd call it excellent (not overpowered)
I've never liked Disguise self as a spell (I'd put it in your Obsolete category).
Excellent − may or may not be balanced − NEEDS DOUBLECHECK
Thunderous Smite (near)
Hunters Mark
Hex (near)
Absorb Elements
Guiding Bolt
Magic Missile
Healing Word
Find Familiar
Entangle
Tashas Hideous Laughter
Shield
Damn... my character has made very good use of spells of the first three categories... all. Of the mentioned rituals. And colour spray. A great spell actually. I took it as my arcane trickster illusion and was surprised myself how often it saved us. As a multiclass caster i have even upcasted it to level 3 a few times. 10d10 hp is average 55 hp and a good chance to affect at least 45 hp.
Since it works without a save, it has its uses. I'd love spells that work on hp tesholds to have a chance to have a lesser effect on enemies with higher hp.
Three of these are rituals (as are four of the spells in the categories above). That, I think, is telling: it suggests that your problem is with rituals spells (which is reinforced with the new ritual rules -- bring back ritual casting from before). I have had characters take Ritual caster in order to have access to Floating Disk and Unseen Servant specifically. ... Rituals have a real place in the game, and they don't all need to be cranked up to 11, unless players have to squeeze out more effective options because space is limited (as with the new Rit Caster feat).
I agree with all of these except Comprhend Languages. You can learn the languages, or use magic. History is not a substitute.Comprehend languages is an invaluable first-level spell for some campaigns, and is exactly what a ritual first-level spell should be.
Maybe merge Comprehend Languages with Tongues to make a 1st-slot spell that is useful for encounters. But even this might work better as a skill check ritual.
Meanwhile using the History skill to "decode" a language or dialect is also ok.
Ceremony should never have been introduced. It is terrible. Ceremonies should not have a mechanical effect, and should be what the Acolyte background lets you do.
"Demotion" means to move a substandard spell to a lower slot where it is more competitive with the spells at that slot. Alternatively, to remain in its current slot it might need a boost.
"Promotion" means to move an extrapowerful spell to a higher slot where it is more balanced with the spells at that slot. Alternatively, to remain in its current slot it might need a nerf.
Note, all mindlink communication spells need a rethink and often a demotion, including Telepathy, Monster Manual Telepathy language, Tongues, Detect Thoughts, Rarys Telepathic Bond, even Message. Generally, full-on two-way linguistic/sensory Telepathy is appropriate as a single 2nd-Slot spell that merges the other spells. Something like, the spell can link any minds within 30 feet but allows "bonds" with a mind that can reach any distance. Insight skill checks or granting Wisdom saves might probe memories of unwilling targets. But nonmagical Insight skill can discern desire and intention and even coldread to intuit specific details. Telepathy can convey sensorial images as well as speak words, and also understand the intended meaning without knowing the same language.
Note, an unintended exploit makes Magic Mouth weirdly powerful. The trick is its anything-goes trigger. For example, tell a Mouth on an object to "scream if someone tries to steal anything". Or even, "scream if anyone with an Evil alignment approaches within 10 feet". Clever conditions for its trigger can abuse the spell. Even so, its 1 minute casting time makes it useless to prepare it for use with spell slots. Only its ritual is worthwhile.
The game needs two separate silos: one feature for a list of "rituals" versus a different feature for a list of preparable spells. It is confusing to newbies who dont realize that is highly problematic to prepare certain spells that are in the spell list. The amount of system mastery necessary to avoid the trap options is inordinate.
Here is the spell list from problematic to worst to best:
2nd SLOT
Obsolete Spells − NEEDS RETHINK
Entrall → Persuasion/Intimidation/Bluff skill
Find Traps → Perception skill
Detect Thoughts → Insight skill
Augury → and other DM-gives-hint spells need rethink
Continual Flame → mostly obsolete by Light cantrip
Protection from Poison (Less Useful) → Medicine skill
Unworthy of Spell Preparation − NEEDS RETHINK
Animal Messenger
Skywrite
Warding Bond
Darkvision (make into cantrip)
Magic Mouth
Less Useful − NEEDS RETHINK/DEMOTION
Gentle Repose
Ray of Enfeeblement
Cordon of Arrows
Snillocs Snowball Swarm
Dust Devil
Barkskin (new 1DD version fixes this: it gets its rethink!)
Magic Weapon
Melfs Acid Arrow
Nystuls Magic Aura
Zone of Truth
Gust of Wind
Knock
Not Bad − forgivable − NEEDS DOUBLECHECK/DEMOTION
Darkness
Flame Blade
Cloud of Daggers
Beast Sense
Branding Smite
Earthbind
Arcane Lock
Aid
Enlarge/Reduce
Crown of Madness
See Invisibility
Lesser Restoration
Blindness/Deafness
Warding Wind
Aganazzars Scorcher
Shatter
Calm Emotions
Spider Climb
Good − standard effect for this spell slot
Pyrotechnics
Rope Trick
Enhance Ability
Silence
Blur
Alter Self
Earthen Grasp
Hold Person
Scorching Ray
Moonbeam
Levitate
Web
Heat Metal
Excellent − NEEDS DOUBLECHECK/PROMOTION
Find Steed
Prayer of Healing
Pass without Trace
Spike Growth
Mirror Image
Invisibility
Spiritual Weapon
Flaming Sphere
Misty Step
Phantasmal Force
Suggestion
Continual flame is a great world-building spell. 50gp is a lot, but gaslight transformed London in the 19th c., and this does the same thing in a fantasy context for a wizard-run city.
"Demotion" means to move a substandard spell to a lower slot where it is more competitive with the spells at that slot. Alternatively, to remain in its current slot it might need a boost.
"Promotion" means to move an extrapowerful spell to a higher slot where it is more balanced with the spells at that slot. Alternatively, to remain in its current slot it might need a nerf.
Note, all mindlink communication spells need a rethink and often a demotion, including Telepathy, Monster Manual Telepathy language, Tongues, Detect Thoughts, Rarys Telepathic Bond, even Message. Generally, full-on two-way linguistic/sensory Telepathy is appropriate as a single 2nd-Slot spell that merges the other spells. Something like, the spell can link any minds within 30 feet but allows "bonds" with a mind that can reach any distance. Insight skill checks or granting Wisdom saves might probe memories of unwilling targets. But nonmagical Insight skill can discern desire and intention and even coldread to intuit specific details. Telepathy can convey sensorial images as well as speak words, and also understand the intended meaning without knowing the same language.
Note, an unintended exploit makes Magic Mouth weirdly powerful. The trick is its anything-goes trigger. For example, tell a Mouth on an object to "scream if someone tries to steal anything". Or even, "scream if anyone with an Evil alignment approaches within 10 feet". Clever conditions for its trigger can abuse the spell. Even so, its 1 minute casting time makes it useless to prepare it for use with spell slots. Only its ritual is worthwhile.
The game needs two separate silos: one feature for a list of "rituals" versus a different feature for a list of preparable spells. It is confusing to newbies who dont realize that is highly problematic to prepare certain spells that are in the spell list. The amount of system mastery necessary to avoid the trap options is inordinate.
Here is the spell list from problematic to worst to best:
2nd SLOT
Obsolete Spells − NEEDS RETHINK
Entrall → Persuasion/Intimidation/Bluff skill
Find Traps → Perception skill
Detect Thoughts → Insight skill
Augury → and other DM-gives-hint spells need rethink
Continual Flame → mostly obsolete by Light cantrip
Protection from Poison (Less Useful) → Medicine skill
Unworthy of Spell Preparation − NEEDS RETHINK
Animal Messenger
Skywrite
Warding Bond
Darkvision (make into cantrip)
Magic Mouth
Less Useful − NEEDS RETHINK/DEMOTION
Gentle Repose
Ray of Enfeeblement
Cordon of Arrows
Snillocs Snowball Swarm
Dust Devil
Barkskin (new 1DD version fixes this: it gets its rethink!)
Magic Weapon
Melfs Acid Arrow
Nystuls Magic Aura
Zone of Truth
Gust of Wind
Calm Emotions
Knock
Not Bad − forgivable − NEEDS DOUBLECHECK/DEMOTION
Darkness
Flame Blade
Cloud of Daggers
Beast Sense
Branding Smite
Earthbind
Arcane Lock
Aid
Enlarge/Reduce
Crown of Madness
See Invisibility
Lesser Restoration
Blindness/Deafness
Warding Wind
Aganazzars Scorcher
Shatter
Spider Climb
Good − standard effect for this spell slot
Pyrotechnics
Rope Trick
Enhance Ability
Silence
Blur
Alter Self
Earthen Grasp
Hold Person
Scorching Ray
Moonbeam
Levitate
Web
Excellent − NEEDS DOUBLECHECK/PROMOTION
Find Steed
Prayer of Healing
Heat Metal
Pass without Trace
Spike Growth
Mirror Image
Invisibility
Spiritual Weapon
Flaming Sphere
Misty Step
Phantasmal Force
Suggestion
Magic mouth used to have a good set of guidelines that kept it in check
Triggers react to what
appears to be the case. Disguises and illu-
sions can fool them. Normal darkness does
not defeat a visual trigger, but magical
darkness or invisibility does. Silent
movement or magical silence defeats audi-
ble triggers. Audible triggers can be keyed
to general types of noises (footsteps, metal
clanking) or to a specific noise or spoken
word (when a pin drops, or when anyone
says “Boo”). Actions can serve as triggers if
they are visible or audible. For example,
“Speak when any creature touches the
statue” is an acceptable command if the
creature is visible. A magic mouth cannot
distinguish alignment, level, Hit Dice, or
class except by external garb.
The range limit of a trigger is 15 feet per
caster level, so a 6th-level caster can
command a magic mouth to respond to
triggers as far as 90 feet away. Regardless of
range, the mouth can respond only to
visible or audible triggers and actions in
line of sight or within hearing distance.
I'm going to agree with @Kobold Stew on continual flame. I've seen a lot of players continual flame their equipment both for light as well as for the abilioty to be cool/bluff that the weapon is better than it is over the years & used it occasionally in the world.
A few thoughts: as always your list is stimulating.
Continual flame is a great world-building spell. 50gp is a lot, but gaslight transformed London in the 19th c., and this does the same thing in a fantasy context for a wizard-run city.
Sure. But world-building "industrial magic" rituals are not what spell slots are for.
Continual Flame works better as a ritual, or a readily available magic item comparable to holy water. The Flame is already costly like a purchasable item would be.
Spell slot preparation is mainly for combat and its purpose is to cast a spell within a second.
By contrast, leisurely magic that takes 10 minutes or so to cast, without spending a slot, is something different.
There needs to be a separate feature with a separate list.
ANYTHING can be a ritual. Most reallife folkbelief magic is some kind of "ritual", with specific unusual requirements and a marvelous − often dangerous − consequences. Regarding danger, a rule of thumb is: One use of magic is good, two uses is better. Three uses proves dangerous. Either it ends in destruction or a fourth uses stabilizes the magic.
If the ritual is a separate design space, and only uses level prereqs and skill checks, then the game can go wild. Any character regardless of class can perform a ritual. There can be all kinds of rituals that are magic items found as treasure, each with its own weird instructions and utility. It wont matter if some rituals are more useful than other rituals, because all of it is treasure to choose between. The flavor potential is enormous.
Even so, when Darkvision is a cantrip, an Elf can easily lack Darkvision. If the Elf wants to spend a precious cantrip to get Darkvision instead of carrying a torch, then that is fair.
Meanwhile, I suspect most mages would rather just deal with torches and lanterns and the Light cantrip.
Lesser Restoration is the kind of spell that needs a rethink. As is, it is too situational and passive. Perhaps it would work better as a slot 1 spell, but it would suffer the same problematic there despite being cheaper to cast.
In the list above, I moved Calm Emotions towards better.
I cant see it as better than Rope Trick. But it is not far behind. It is somewhat comparable to Lesser Restoration except a bit more proactive in utility.
One thing I hope they take into account is that AoE makes an enormous difference--not just "area spell or not," but the size and shape of the area have a huge impact on power level.
I mean, compare fireball to lightning bolt. They're both AoE damage spells. They deal the same amount of damage and call for the same type of saving throw. Lightning is slightly less resisted than fire. Yet fireball is vastly superior. Why? Because unless your DM is very fond of staging encounters in corridors, you can hit a lot more enemies with a 20-foot-radius sphere than you can with a 100-foot line.
If fireball were scaled down to 6d6 and lightning bolt stayed at 8d6, it might be an interesting choice. As is, it's a no-brainer.
Wouldn’t it be easier to balance low level spells by giving more powerful enemies a bonus to save against them? Maybe that’s overly complicated but I remember in older editions, Magic Jar had this included.
In any case, against more powerful enemies, they have an easier time to save against the spell unless you upcast it. I’m talking about some of the spells like Tasha’s that people took exception to. You can base it on HD.