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<blockquote data-quote="Yaarel" data-source="post: 9140889" data-attributes="member: 58172"><p>Delete ALL costly gp spell components. Ideally delete spell components from spell description, and let each class (and sometimes subclass) determine how to cast spells.</p><p></p><p>Standardize when to save versus an enduring spell, such as: start of targets turn.</p><p></p><p></p><p>Treantmonk calls out the following spells as op (overpowered) and needing a nerf to fix it:</p><p></p><p>• ALL 2014 "conjure" spells reformat with recent "summon" design, pre-select</p><p></p><p>• Silvery Barb (Strixhaven)</p><p></p><p>• Ceremony (marriage is op if one-shot campaign, )</p><p>• Goodberries (removes hunger challenge, fix: heal only, upcast 5 berries)</p><p>• Shield (fix: promote to higher slot, or ac bonus vs the trigger only)</p><p>• Sleep (op at low tier, worthless at high, fix: 1 creature, Con save per turn, upcast)</p><p></p><p>• Heat Metal (fix: remove disadv, item hot, autodamage if holding or wearing)</p><p>• Pass without Trace (removes skill need, fix: +4 check, upcast +1)</p><p>• Spike Growth (fix: 1d6 entry but 3d6 max per round)</p><p>• Web (fix: promote to higher level, or save per turn, clarify fire damage)</p><p></p><p>• Fear (fix: save per turn)</p><p>• Hypnotic Pattern (fix: save per turn)</p><p>• Tiny Hut (invulnerable force construct op)</p><p>• Spirit Guardians (fix: difficult terrain, 2d6 + upcast d6)</p><p></p><p>• Black Tentacles (fix: save per turn)</p><p>• Polymorph (fix: pre-select, save per turn if unwilling, keep own hp and saves)</p><p></p><p>• Animate Objects (fix: make all attacks be Str, thus Tiny is +0 hit and damage)</p><p>• Wall of Force (invulnerable force construct op)</p><p></p><p>• Magic Jar (fix: spell end returns souls, cant use forms spells or shapechange)</p><p>• Planar Ally (fix: eliminate gp component, preselect, upto 24 hours concentration)</p><p>• Forcecage (invulnerable force construct op)</p><p>• Simulacrum (fix: target be Beast or Humanoid, save, cant cast or shift, cant rest)</p><p></p><p>• Feeblemind (fix: make "until dispelled", thus vulnerable to Dispel Magic and other antimagic)</p><p></p><p>• True Polymorph (fix: cant use forms spells or shapechange)</p><p>• Shapechange (fix: cant use forms spells or shapechange)</p><p>• Wish (fix: Action to duplicate lower slot spell, ends any enduring spell of same effect)</p><p></p><p>With regard to force constructs (Tiny Hut, Wall of Force, Forcecage), Treantmonk suggests ac and hp to destroy it. However, for flavor reasons, with regard to what a "force" is, I prefer to allow a hostile to push thru a force barrier while leaving the barrier itself intact, such as a Strength save each time to pass thru a force barrier.</p><p></p><p>Treantmonk recommends Wish removes the special "beyond" effect that a DM can adjudicate and twist, but to Wish for anything seems like part of the flavor.</p></blockquote><p></p>
[QUOTE="Yaarel, post: 9140889, member: 58172"] Delete ALL costly gp spell components. Ideally delete spell components from spell description, and let each class (and sometimes subclass) determine how to cast spells. Standardize when to save versus an enduring spell, such as: start of targets turn. Treantmonk calls out the following spells as op (overpowered) and needing a nerf to fix it: • ALL 2014 "conjure" spells reformat with recent "summon" design, pre-select • Silvery Barb (Strixhaven) • Ceremony (marriage is op if one-shot campaign, ) • Goodberries (removes hunger challenge, fix: heal only, upcast 5 berries) • Shield (fix: promote to higher slot, or ac bonus vs the trigger only) • Sleep (op at low tier, worthless at high, fix: 1 creature, Con save per turn, upcast) • Heat Metal (fix: remove disadv, item hot, autodamage if holding or wearing) • Pass without Trace (removes skill need, fix: +4 check, upcast +1) • Spike Growth (fix: 1d6 entry but 3d6 max per round) • Web (fix: promote to higher level, or save per turn, clarify fire damage) • Fear (fix: save per turn) • Hypnotic Pattern (fix: save per turn) • Tiny Hut (invulnerable force construct op) • Spirit Guardians (fix: difficult terrain, 2d6 + upcast d6) • Black Tentacles (fix: save per turn) • Polymorph (fix: pre-select, save per turn if unwilling, keep own hp and saves) • Animate Objects (fix: make all attacks be Str, thus Tiny is +0 hit and damage) • Wall of Force (invulnerable force construct op) • Magic Jar (fix: spell end returns souls, cant use forms spells or shapechange) • Planar Ally (fix: eliminate gp component, preselect, upto 24 hours concentration) • Forcecage (invulnerable force construct op) • Simulacrum (fix: target be Beast or Humanoid, save, cant cast or shift, cant rest) • Feeblemind (fix: make "until dispelled", thus vulnerable to Dispel Magic and other antimagic) • True Polymorph (fix: cant use forms spells or shapechange) • Shapechange (fix: cant use forms spells or shapechange) • Wish (fix: Action to duplicate lower slot spell, ends any enduring spell of same effect) With regard to force constructs (Tiny Hut, Wall of Force, Forcecage), Treantmonk suggests ac and hp to destroy it. However, for flavor reasons, with regard to what a "force" is, I prefer to allow a hostile to push thru a force barrier while leaving the barrier itself intact, such as a Strength save each time to pass thru a force barrier. Treantmonk recommends Wish removes the special "beyond" effect that a DM can adjudicate and twist, but to Wish for anything seems like part of the flavor. [/QUOTE]
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