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The Weakest Spells in 5e - The Quick Fix
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<blockquote data-quote="Gadget" data-source="post: 8693970" data-attributes="member: 23716"><p>Hmmm....There are lots of spells that could use a decent boost (and a few that could be nerfed a little as well).</p><p></p><p><strong>Weird</strong> - Ok. Sounds decent at first blush. I had been carrying my fix for Phantasmal Killer forward with it: you take damage before making the second save at the end of your turn. Your fix makes it better for 9th level. </p><p></p><p><strong>Mordenkainen's Sword </strong>- I would prefer just taking Blade of Disaster and toning the damage down a bit. </p><p></p><p><strong>Immolation</strong> - Must disagree here. My fix just makes it average to mediocre, but I change it to any 3 creatures you can see in range. Gives it a bit more oomph in that it avoids friendly fire inherent in a regular fireball and can still potentially get more damage out of it if a couple targets fail their saves more than once. Also the whole turn to ash at zero hp. </p><p></p><p><strong>True Strike </strong>- just make it a Guidance or Resistance for attack rolls. Target gets to add 1d4 to an attack roll in the next minute (10 minutes?). This way you can spend an action out of combat (when you know combat is imminent) to get a bonus during combat. Might keep concentration so it isn't 'always on.' </p><p></p><p>There are probably more that could be added. Witchbolt, Crown of Maddness, Find Traps, Negative Energy Flood, etc.</p></blockquote><p></p>
[QUOTE="Gadget, post: 8693970, member: 23716"] Hmmm....There are lots of spells that could use a decent boost (and a few that could be nerfed a little as well). [B]Weird[/B] - Ok. Sounds decent at first blush. I had been carrying my fix for Phantasmal Killer forward with it: you take damage before making the second save at the end of your turn. Your fix makes it better for 9th level. [B]Mordenkainen's Sword [/B]- I would prefer just taking Blade of Disaster and toning the damage down a bit. [B]Immolation[/B] - Must disagree here. My fix just makes it average to mediocre, but I change it to any 3 creatures you can see in range. Gives it a bit more oomph in that it avoids friendly fire inherent in a regular fireball and can still potentially get more damage out of it if a couple targets fail their saves more than once. Also the whole turn to ash at zero hp. [B]True Strike [/B]- just make it a Guidance or Resistance for attack rolls. Target gets to add 1d4 to an attack roll in the next minute (10 minutes?). This way you can spend an action out of combat (when you know combat is imminent) to get a bonus during combat. Might keep concentration so it isn't 'always on.' There are probably more that could be added. Witchbolt, Crown of Maddness, Find Traps, Negative Energy Flood, etc. [/QUOTE]
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