beaver1024 said:
What does this mean really? That 3.5 was a complete dog's breakfast and that it wasn't playtested at all?
Hardly. Most 3.5E spells hold up quite well. The problem is actually a legacy one - damage-dealing spells above 3rd level in previous editions were hopeless.
For damage-dealing spells, traditionally the only ones that have mattered have been Magic Missile and Fireball. Especially in 1E, where they didn't have damage caps (and spells like Burning Hands were incredibly underpowered).
Once we get to the higher levels, we slowly start getting better spells, but I'd say the core damage-dealing spells are:
* Magic Missile
* Fireball
* Chain Lightning
* Delayed Blast Fireball
* Meteor Swarm
Consider the list of ranged damage-dealing spells in core D&D:
1st: burning hands; 1d4/level (max 5d4); Reflex half; 15' cone; SR
1st: magic missile; 1d4+1/2 levels (max 5d4+5); Medium; SR
2nd: Melf's acid arrow: 2d4/3 levels; ranged touch; Long; no SR
2nd: Flaming Sphere: 2d6/round, Reflex negates; Medium; SR
2nd: Scorching Ray: 4d6 (+4d6/4 levels, max 12d6); ranged touch; Short; SR
3rd: Fireball: 1d6/level (max 10d6); Reflex half; Long; 20' radius; SR
3rd: Lightning Bolt: 1d6/level (max 10d6); Reflex half; 60' line; SR
5th: Ice Storm: 5d6; no save; 20' radius; Long; SR
5th: Shout: 5d6; Fort half; 30' cone; SR
5th: Cone of Cold: 1d6/level (max 15d6); Reflex half; 60' cone; SR
6th: Chain Lightning; 1d6/level (max 20d6); Reflex half; secondary targets (1/level, half-damage); Long; SR
6th: Otiluke's Freezing Sphere; 1d6/level (max 15d6); Reflex half; Long; 10' radius; SR
7th: Delayed Blast Fireball; 1d6/level (max 20d6); Reflex half; Long; 20' radius; SR
8th: Polar Ray; 1d6/level (max 25d6); ranged touch; Short; 1 target; SR
8th: Shout, Greater; 10d6; Fort half; 60' cone; SR
8th: Sunburst; 6d6; Ref half; 80' burst; Long; SR
8th: Horrid Wilting: 1d6/level (max 20d6); Long; creatures with 60' of each other; Fort half; SR
9th: Meteor Swarm: 24d6; Ref half (or 32d6, ranged touch, no save); Long; SR
Cheers!