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Spells cast at higher level spell slots. Worth it?
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<blockquote data-quote="Hawk Diesel" data-source="post: 7036286" data-attributes="member: 59848"><p>So I've been really trying to examine the mechanics behind these spells and standardize them by level (and to an extent upscaling). I started with 1st level spells to begin thinking about internal consistency between spells in terms of damage, as well as thinking about making spells that seem very seldom used or chosen more attractive and strategic options. I then looked at 2nd level spells to find internal consistency and consistency between 2nd level spells and 1st level spells using a second level spell slot. Here are some of the changes that seem to make sense to me. Please provide your own feedback and analysis, as admittedly I'm not really all that great with numbers. Btw, I've included the Elemental Evil Player's Companion spells in with my attempt to rebalance spells.</p><p></p><p><strong>Arms of Hadar:</strong> Increased damage to use 2d8 rather than 2d6.</p><p></p><p><strong>Armor of Agathys:</strong> Increased temp hit points from 5 to 10. Unsure of whether adding 5 or 10 per additional spell level used makes most sense.</p><p></p><p><strong>Create or Destroy Water:</strong> Yes, in theory I know this spell is one that can make or break character survival. However, I have never seen it used. So I thought how I can make it more appealing and added the following option to the spell:</p><p></p><p><em>Desiccate.</em> You can target a creature within range, destroying the water in their body and causing them great pain. The target must make a Constitution saving throw or take 2d10 necrotic damage. If they succeed they take only half damage. This has no effect on creatures that do not have water in their bodies such as constructs and most undead. Creatures with significant water in their bodies, such as plants, aquatic creatures, and water elementals have disadvantage on their saving throw.</p><p></p><p>Additionally, for each spell level used above first adds 1d10 damage to the desiccate option.</p><p></p><p><strong>Dissonant Whispers: </strong>Changed the damage to 3d6+3, and each additional spell level above 1st adds 1d6+1 damage. Personally, I don't see energy types as being less commonly resisted as reasons to lower damage, especially when spells like Magic Missile exist at the same level.</p><p></p><p><strong>Earth Tremor:</strong> Updated damage to 2d8, increasing +1d8 per spell level above 1st.</p><p></p><p><strong>Grease:</strong> Each additional spell level used above 1st increases area of effect dimensions by 5'.</p><p></p><p><strong>Ray of Sickness:</strong> Increased damage to 3d8 poison.</p><p></p><p><strong>Tasha's Hideous Laughter:</strong> Added that when you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature within range for each slot level above 1st.</p><p></p><p><strong>Cloud of Daggers:</strong> Increase base damage to 6d4. Alter the spell so that increasing the spell slot used adds another 5' cube to the area of effect, with each cube connected by at least one of their faces (I'm tired and don't know how to word that to make sense, but basically each cube needs to touch like a contiguous wall or column).</p><p></p><p><strong>Flame Blade: </strong>Remove the concentration component. I don't understand why this spell requires concentration but Spiritual Weapon does not.</p><p></p><p><strong>Dust Devil:</strong> Increase damage to 2d8.</p><p></p><p><strong>Melf's Acid Arrow:</strong> Increase damage to 4d6 and 2d6 (seems to compare better to other 2nd level spells damage wise, and it certainly helps that I despise the d4).</p><p></p><p><strong>Snilloc's Snowball Swarm:</strong> Increase damage to 4d6.</p><p></p><p><strong>Witch Bolt:</strong> Move this to a 2nd level spell slot. Still requires an action to cast and an attack roll. But afterwards only requires a bonus action to maintain each round and automatically deals damage (I see this spell as comparable to Heat Metal or Flaming Sphere).</p><p></p><p><strong>Gust of Wind:</strong> Casting it at higher levels increases range by 10' and increase push amount by 5' per spell level above 2nd.</p><p></p><p><strong>Lesser Restoration, Levitate, Spider Climb, Suggestion, and Darkvision:</strong> Each additional spell level used allows you target one additional person.</p><p></p><p><strong>Ray of Enfeeblement:</strong> I thought it might make sense that the Constitution saving throw is always made at disadvantage (since you're supposedly enfeebled). Also, for each spell slot used above 2nd, you gain one additional ray.</p><p></p><p>Now like I said, I haven't done a hard look at the numbers. Just general figures and averages. If someone better equipped to examine the numbers would like to do so and let me know if I'm on to something or if this is complete garbage, let me know.</p></blockquote><p></p>
[QUOTE="Hawk Diesel, post: 7036286, member: 59848"] So I've been really trying to examine the mechanics behind these spells and standardize them by level (and to an extent upscaling). I started with 1st level spells to begin thinking about internal consistency between spells in terms of damage, as well as thinking about making spells that seem very seldom used or chosen more attractive and strategic options. I then looked at 2nd level spells to find internal consistency and consistency between 2nd level spells and 1st level spells using a second level spell slot. Here are some of the changes that seem to make sense to me. Please provide your own feedback and analysis, as admittedly I'm not really all that great with numbers. Btw, I've included the Elemental Evil Player's Companion spells in with my attempt to rebalance spells. [B]Arms of Hadar:[/B] Increased damage to use 2d8 rather than 2d6. [B]Armor of Agathys:[/B] Increased temp hit points from 5 to 10. Unsure of whether adding 5 or 10 per additional spell level used makes most sense. [B]Create or Destroy Water:[/B] Yes, in theory I know this spell is one that can make or break character survival. However, I have never seen it used. So I thought how I can make it more appealing and added the following option to the spell: [I]Desiccate.[/I] You can target a creature within range, destroying the water in their body and causing them great pain. The target must make a Constitution saving throw or take 2d10 necrotic damage. If they succeed they take only half damage. This has no effect on creatures that do not have water in their bodies such as constructs and most undead. Creatures with significant water in their bodies, such as plants, aquatic creatures, and water elementals have disadvantage on their saving throw. Additionally, for each spell level used above first adds 1d10 damage to the desiccate option. [B]Dissonant Whispers: [/B]Changed the damage to 3d6+3, and each additional spell level above 1st adds 1d6+1 damage. Personally, I don't see energy types as being less commonly resisted as reasons to lower damage, especially when spells like Magic Missile exist at the same level. [B]Earth Tremor:[/B] Updated damage to 2d8, increasing +1d8 per spell level above 1st. [B]Grease:[/B] Each additional spell level used above 1st increases area of effect dimensions by 5'. [B]Ray of Sickness:[/B] Increased damage to 3d8 poison. [B]Tasha's Hideous Laughter:[/B] Added that when you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature within range for each slot level above 1st. [B]Cloud of Daggers:[/B] Increase base damage to 6d4. Alter the spell so that increasing the spell slot used adds another 5' cube to the area of effect, with each cube connected by at least one of their faces (I'm tired and don't know how to word that to make sense, but basically each cube needs to touch like a contiguous wall or column). [B]Flame Blade: [/B]Remove the concentration component. I don't understand why this spell requires concentration but Spiritual Weapon does not. [B]Dust Devil:[/B] Increase damage to 2d8. [B]Melf's Acid Arrow:[/B] Increase damage to 4d6 and 2d6 (seems to compare better to other 2nd level spells damage wise, and it certainly helps that I despise the d4). [B]Snilloc's Snowball Swarm:[/B] Increase damage to 4d6. [B]Witch Bolt:[/B] Move this to a 2nd level spell slot. Still requires an action to cast and an attack roll. But afterwards only requires a bonus action to maintain each round and automatically deals damage (I see this spell as comparable to Heat Metal or Flaming Sphere). [B]Gust of Wind:[/B] Casting it at higher levels increases range by 10' and increase push amount by 5' per spell level above 2nd. [B]Lesser Restoration, Levitate, Spider Climb, Suggestion, and Darkvision:[/B] Each additional spell level used allows you target one additional person. [B]Ray of Enfeeblement:[/B] I thought it might make sense that the Constitution saving throw is always made at disadvantage (since you're supposedly enfeebled). Also, for each spell slot used above 2nd, you gain one additional ray. Now like I said, I haven't done a hard look at the numbers. Just general figures and averages. If someone better equipped to examine the numbers would like to do so and let me know if I'm on to something or if this is complete garbage, let me know. [/QUOTE]
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