Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
The Weakest Spells in 5e - The Quick Fix
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Stalker0" data-source="post: 8689453" data-attributes="member: 5889"><p>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.</p><p></p><p><strong>Weird: </strong>Remove the saving throw.</p><p>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.</p><p></p><p><strong>Mordenkainen's Sword: </strong>Remove the attack roll, the sword automatically hits.</p><p>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.</p><p></p><p><strong>Immolation: </strong>The target takes 1 exhaustion on each failed saving throw.</p><p>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.</p><p></p><p><strong>True Strike: </strong>Change duration to 1 minute (concentration). The target may gain advantage on any 1 attack roll during the duration.</p><p>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.</p><p></p><p><strong>Circle of Death: </strong>All creatures in the spell area are poisoned until the beginning of your next turn (no save)</p><p>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.</p></blockquote><p></p>
[QUOTE="Stalker0, post: 8689453, member: 5889"] 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. [B]Weird: [/B]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. [B]Mordenkainen's Sword: [/B]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. [B]Immolation: [/B]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. [B]True Strike: [/B]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. [B]Circle of Death: [/B]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. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
The Weakest Spells in 5e - The Quick Fix
Top