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The Weakest Spells in 5e - The Quick Fix
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<blockquote data-quote="W'rkncacnter" data-source="post: 8689513" data-attributes="member: 7033455"><p>perhaps:</p><p><strong>Weird</strong> - not just remove the saving throw, but also change it from frightened to another condition - none of the conditions really fit (not even frightened, really) so it may have to be something specific to the spell...perhaps something like whenever the creature tries to target another creature with an effect, it must make a wisdom saving throw or target a different creature at random? the term "weird" never really struck me as being frightening anyway, but rather as just being so utterly bizarre that you can't actually figure out what's going on. i think messing with your targeting would fit with that, and it'd avoid the problem of most creatures you'd want to weird out being immune to the spell to begin with.</p><p></p><p><strong>Mordenkainen's Sword</strong> - just lift concentration. boom, now it's an arcane spiritual weapon but not discount (ok, still a little discount, because it takes an action to cast and the damage on average is a little worse then a spiritual weapon of 6th level - 3d8+4 or 5 vs 3d10).</p><p></p><p><strong>Immolation</strong> - even if fireball weren't OP, the expected damage on this spell is just bad for 5th level. maybe just make a successful save not end the spell (and instead avoid the entire 4d6 damage for that turn)? that might be much for 5th level but i can't think of anything else. the spell IS concentration. also, exhaustion just seems weird for this spell and could become a death spiral if used against a player.</p><p></p><p><strong>True Strike </strong>- this doesn't solve the core problem of true strike, being that two attack rolls is always better then one at advantage (assuming each attack will do the same damage and have the same effects, of course). i have no clue how you fix true strike. maybe make it so you can apply it on friendly attacks, essentially making it a ranged help action?</p><p></p><p><strong>Circle of Death</strong> - fireball damage and one round of disadvantage? not great, especially when you consider almost 500 (!!!!!) monsters have immunity to the poisoned condition. why not just make the base damage 11d6 (equivalent to a fireball of equal level) or 12d6 (one die higher)? could also do something like 10d6 and a level of exhaustion (whether the exhaustion is avoidable with the save is up to you). unlike immolation, exhaustion actually makes sense here flavour-wise, and the spell only happens once, so it isn't a death spiral unto itself.</p></blockquote><p></p>
[QUOTE="W'rkncacnter, post: 8689513, member: 7033455"] perhaps: [B]Weird[/B] - not just remove the saving throw, but also change it from frightened to another condition - none of the conditions really fit (not even frightened, really) so it may have to be something specific to the spell...perhaps something like whenever the creature tries to target another creature with an effect, it must make a wisdom saving throw or target a different creature at random? the term "weird" never really struck me as being frightening anyway, but rather as just being so utterly bizarre that you can't actually figure out what's going on. i think messing with your targeting would fit with that, and it'd avoid the problem of most creatures you'd want to weird out being immune to the spell to begin with. [B]Mordenkainen's Sword[/B] - just lift concentration. boom, now it's an arcane spiritual weapon but not discount (ok, still a little discount, because it takes an action to cast and the damage on average is a little worse then a spiritual weapon of 6th level - 3d8+4 or 5 vs 3d10). [B]Immolation[/B] - even if fireball weren't OP, the expected damage on this spell is just bad for 5th level. maybe just make a successful save not end the spell (and instead avoid the entire 4d6 damage for that turn)? that might be much for 5th level but i can't think of anything else. the spell IS concentration. also, exhaustion just seems weird for this spell and could become a death spiral if used against a player. [B]True Strike [/B]- this doesn't solve the core problem of true strike, being that two attack rolls is always better then one at advantage (assuming each attack will do the same damage and have the same effects, of course). i have no clue how you fix true strike. maybe make it so you can apply it on friendly attacks, essentially making it a ranged help action? [B]Circle of Death[/B] - fireball damage and one round of disadvantage? not great, especially when you consider almost 500 (!!!!!) monsters have immunity to the poisoned condition. why not just make the base damage 11d6 (equivalent to a fireball of equal level) or 12d6 (one die higher)? could also do something like 10d6 and a level of exhaustion (whether the exhaustion is avoidable with the save is up to you). unlike immolation, exhaustion actually makes sense here flavour-wise, and the spell only happens once, so it isn't a death spiral unto itself. [/QUOTE]
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