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The Weakest Spells in 5e - The Quick Fix
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<blockquote data-quote="Chaosmancer" data-source="post: 8694744" data-attributes="member: 6801228"><p>I agree the range can make it useful, but I want to note that this scenario involved the caster being an NPC likely facing enemies several times weaker than them (Circle of Death is for 11th level casters minimum and town guards are CR 1/8). This isn't a scenario that Player Character's often encounter and when they do, it often isn't something they feel like spending their most powerful spell on. </p><p></p><p>The thing is, we rarely have PCs fighting more than 20 targets. A combat with 5 PCs and 20 enemies is already fairly busy. And 100 enemies? I've never seen it. </p><p></p><p>That isn't to say that "this is an anti-army" spell isn't a good point, because I agree with you, I love the ludicrous range of this spell and the fact that I'm fairly sure it goes through cover, but that doesn't make it a good spell for player characters, who are not often nuking villages or fighting armies. So, I'd like to find a way to rebalance it that allows it to be generally more useful. </p><p></p><p>I do like the idea of the spell preventing healing. Currently the only spell that does this is a cantrip, and giving this massive area of effect a rider that if you fail the save you cannot regain hitpoints for 1 minute would make this an amazing spell I think. </p><p></p><p>////////////////////////////////////////////////////////////////////////////////////////////////////////////////</p><p></p><p></p><p></p><p></p><p>I like this idea. Maybe have it affect one attack to begin with, two attacks at 5th, three at 11th, and four at 17th so it scales with level? It still makes it kind of bad for an action though, because it doesn't change the action economy issue. </p><p></p><p>Huh. </p><p></p><p>You know Flame Blade and the other weapon cantrips have an attack as part of their action. What if True Strike allowed you to cast the spell, then make an attack as a bonus action on your turn? This circumvents the action economy issue, and it doesn't make true strike a bonus action for endless use, a mid level Eldritch Knight is still going to have to consider if this is worthwhile for them, since the turn they cast it, they don't get their full round of attacks. </p><p></p><p>///////////////////////////////////////////////////////////////////////////////////////////////////</p><p></p><p></p><p></p><p></p><p>I honestly don't know if you can fix this spell without just making it... you know the nature and location of all traps within 60 ft of you. Which isn't really something I want a caster to be able to do.</p></blockquote><p></p>
[QUOTE="Chaosmancer, post: 8694744, member: 6801228"] I agree the range can make it useful, but I want to note that this scenario involved the caster being an NPC likely facing enemies several times weaker than them (Circle of Death is for 11th level casters minimum and town guards are CR 1/8). This isn't a scenario that Player Character's often encounter and when they do, it often isn't something they feel like spending their most powerful spell on. The thing is, we rarely have PCs fighting more than 20 targets. A combat with 5 PCs and 20 enemies is already fairly busy. And 100 enemies? I've never seen it. That isn't to say that "this is an anti-army" spell isn't a good point, because I agree with you, I love the ludicrous range of this spell and the fact that I'm fairly sure it goes through cover, but that doesn't make it a good spell for player characters, who are not often nuking villages or fighting armies. So, I'd like to find a way to rebalance it that allows it to be generally more useful. I do like the idea of the spell preventing healing. Currently the only spell that does this is a cantrip, and giving this massive area of effect a rider that if you fail the save you cannot regain hitpoints for 1 minute would make this an amazing spell I think. //////////////////////////////////////////////////////////////////////////////////////////////////////////////// I like this idea. Maybe have it affect one attack to begin with, two attacks at 5th, three at 11th, and four at 17th so it scales with level? It still makes it kind of bad for an action though, because it doesn't change the action economy issue. Huh. You know Flame Blade and the other weapon cantrips have an attack as part of their action. What if True Strike allowed you to cast the spell, then make an attack as a bonus action on your turn? This circumvents the action economy issue, and it doesn't make true strike a bonus action for endless use, a mid level Eldritch Knight is still going to have to consider if this is worthwhile for them, since the turn they cast it, they don't get their full round of attacks. /////////////////////////////////////////////////////////////////////////////////////////////////// I honestly don't know if you can fix this spell without just making it... you know the nature and location of all traps within 60 ft of you. Which isn't really something I want a caster to be able to do. [/QUOTE]
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