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The Weakest Spells in 5e - The Quick Fix
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<blockquote data-quote="Chaosmancer" data-source="post: 8689522" data-attributes="member: 6801228"><p>That change to Weird is interesting. 30 ft, auto frighten and auto 4d10 damage at the end of every turn? That does make it a truly terrifying spell if you can find a way to be safe while concentrating on it. I still may want to have the initial damage happen sooner, since it is possible to have the spell dropped and it do nothing (Frightened creature hits you and breaks concentration before end of turn and the spell was useless) but it is an intriguing change. </p><p></p><p></p><p></p><p>Mentioning Magic Missile for Mordenkainen's sword got me thinking. What happens if you cast that instead? 7th level magic missile is 9d4+9, which averages 31.5 points of damage? Average of Mordenkainen's Sword is 16.5 (3d10). Which means you would have to have it active for two turns to get the same value out of it as upcasting Magic Missile. Three turns to be better. Compare with Finger of Death. 7d8+30 is an average of 61.5. Save for half is approximately 31.5, same as Magic Missile and the effect can net you a permanent minion. To be better than just using Finger of Death, Mordenkainen's Sword would need to be active and attack for five turns. Most fights are three. </p><p></p><p>I think the auto-hit is an interesting way to take it, but when you look at another single target damage spell, and see that you need four rounds to equal it's good effect and two to equal its failure? On concentration? I just don't think it is enough. </p><p></p><p></p><p>I have to disagree with you about Exhaustion. A single failed save is one level of exhaustion... which is meaningless in combat. No one except very specific enemies are making ability checks that matter at that point, and very few enemies at those levels are going to be terribly put out by this unless you have a specific grappler build. And grappling someone on fire is a bad idea. Two levels halves speed, which is kind of useful, but if you use this against an enemy that isn't moving much anyways? Not really going to make this spell more desirable. </p><p></p><p></p><p>Not only does making True Strike Concentration mess with the spell conceptually (you focus on a specific enemy you haven't seen yet?) But it also doesn't work if you have any other concentration effect. This is part of the problem with the spell already. And it isn't better than say... guidance to get +1d4 on the stealth check that gives you advantage on the enemy. I'd say it is more useful if you can cast it as a bonus action, but not sure. </p><p></p><p></p><p>I could see that. I've always been a bit of a fan of Circle of Death, because it ignores cover and hits a MASSIVE area. But the damage is pretty low for a sixth level spell. </p><p></p><p></p><p></p><p>Not to just go on your spells. A few I've changed around.... um... if I can find them. Where did I put that list? AHA, I seriously need to stop losing this thing. </p><p></p><p>Hmm, some of these are a bit more complex. Like Grasping Vine. I gave it the ability to restrain the target if it fails, and it starts its turn restrained, they take 4d8 damage. </p><p></p><p>Beast Bond I just made last an hour and increase the range to 1 mile. </p><p></p><p>Oh, Conjure Barrage was just a straight damage increase. </p><p></p><p>I thought I had notes for Stoneskin written down, but I can't find them. At a minimum, lose the concentration on it.</p></blockquote><p></p>
[QUOTE="Chaosmancer, post: 8689522, member: 6801228"] That change to Weird is interesting. 30 ft, auto frighten and auto 4d10 damage at the end of every turn? That does make it a truly terrifying spell if you can find a way to be safe while concentrating on it. I still may want to have the initial damage happen sooner, since it is possible to have the spell dropped and it do nothing (Frightened creature hits you and breaks concentration before end of turn and the spell was useless) but it is an intriguing change. Mentioning Magic Missile for Mordenkainen's sword got me thinking. What happens if you cast that instead? 7th level magic missile is 9d4+9, which averages 31.5 points of damage? Average of Mordenkainen's Sword is 16.5 (3d10). Which means you would have to have it active for two turns to get the same value out of it as upcasting Magic Missile. Three turns to be better. Compare with Finger of Death. 7d8+30 is an average of 61.5. Save for half is approximately 31.5, same as Magic Missile and the effect can net you a permanent minion. To be better than just using Finger of Death, Mordenkainen's Sword would need to be active and attack for five turns. Most fights are three. I think the auto-hit is an interesting way to take it, but when you look at another single target damage spell, and see that you need four rounds to equal it's good effect and two to equal its failure? On concentration? I just don't think it is enough. I have to disagree with you about Exhaustion. A single failed save is one level of exhaustion... which is meaningless in combat. No one except very specific enemies are making ability checks that matter at that point, and very few enemies at those levels are going to be terribly put out by this unless you have a specific grappler build. And grappling someone on fire is a bad idea. Two levels halves speed, which is kind of useful, but if you use this against an enemy that isn't moving much anyways? Not really going to make this spell more desirable. Not only does making True Strike Concentration mess with the spell conceptually (you focus on a specific enemy you haven't seen yet?) But it also doesn't work if you have any other concentration effect. This is part of the problem with the spell already. And it isn't better than say... guidance to get +1d4 on the stealth check that gives you advantage on the enemy. I'd say it is more useful if you can cast it as a bonus action, but not sure. I could see that. I've always been a bit of a fan of Circle of Death, because it ignores cover and hits a MASSIVE area. But the damage is pretty low for a sixth level spell. Not to just go on your spells. A few I've changed around.... um... if I can find them. Where did I put that list? AHA, I seriously need to stop losing this thing. Hmm, some of these are a bit more complex. Like Grasping Vine. I gave it the ability to restrain the target if it fails, and it starts its turn restrained, they take 4d8 damage. Beast Bond I just made last an hour and increase the range to 1 mile. Oh, Conjure Barrage was just a straight damage increase. I thought I had notes for Stoneskin written down, but I can't find them. At a minimum, lose the concentration on it. [/QUOTE]
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