In this thread, the goal is to address some of the weakest spells in dnd with quick simple changes. Again, our goal is not to revamp the spell and change it entirely, just a slight adjustment that fixes the biggest issue. I'm not all of the really weak spells here, just a personal top 5 of mine.
Weird: Remove the saving throw.
Now weird goes the worst 9th level spell in the game to a spell of unshakable fear. The spell can now do incredible damage if it applies long enough, and applies a long standing condition that cannot be resisted. The only way to beat weird is to endure it, to be immune to it, or to stop the caster's concentration.... aka a real 9th level spell.
Mordenkainen's Sword: Remove the attack roll, the sword automatically hits.
What is one of the lamest damaging spell in the game now turns into magic missiles big brother. An irresistible force effect, that while still doesn't do a lot of damage, now can affect a creature no matter their AC, giving it a decent niche.
Immolation: The target takes 1 exhaustion on each failed saving throw.
Currently immolation requires two failed saving throws just to get to the damage of a fireball....and its one target....and its concentration. This spell needs to do a lot more bang for the buck. Adding in exhaustion creates a nasty secondary effect, and makes failed saves painful beyond the mediocre damage.
True Strike: Change duration to 1 minute (concentration). The target may gain advantage on any 1 attack roll during the duration.
This gives True Strike a niche as a "buff and break down the door" spell. By allowing it to be used at some point during the minute, it provides much needed flexibility to the spell, allowing you to use it when you need it.
Circle of Death: All creatures in the spell area are poisoned until the beginning of your next turn (no save)
This spell just doesn't do nearly enough effect to justify its spell level, so now we add an automatic status rider (though a fairly weak condition at this level) to sweeten the deal.
Weird: Remove the saving throw.
Now weird goes the worst 9th level spell in the game to a spell of unshakable fear. The spell can now do incredible damage if it applies long enough, and applies a long standing condition that cannot be resisted. The only way to beat weird is to endure it, to be immune to it, or to stop the caster's concentration.... aka a real 9th level spell.
Mordenkainen's Sword: Remove the attack roll, the sword automatically hits.
What is one of the lamest damaging spell in the game now turns into magic missiles big brother. An irresistible force effect, that while still doesn't do a lot of damage, now can affect a creature no matter their AC, giving it a decent niche.
Immolation: The target takes 1 exhaustion on each failed saving throw.
Currently immolation requires two failed saving throws just to get to the damage of a fireball....and its one target....and its concentration. This spell needs to do a lot more bang for the buck. Adding in exhaustion creates a nasty secondary effect, and makes failed saves painful beyond the mediocre damage.
True Strike: Change duration to 1 minute (concentration). The target may gain advantage on any 1 attack roll during the duration.
This gives True Strike a niche as a "buff and break down the door" spell. By allowing it to be used at some point during the minute, it provides much needed flexibility to the spell, allowing you to use it when you need it.
Circle of Death: All creatures in the spell area are poisoned until the beginning of your next turn (no save)
This spell just doesn't do nearly enough effect to justify its spell level, so now we add an automatic status rider (though a fairly weak condition at this level) to sweeten the deal.