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The Weakest Spells in 5e - The Quick Fix
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<blockquote data-quote="Chaosmancer" data-source="post: 8715093" data-attributes="member: 6801228"><p>Wow, I had never truly understood the depths of suck that came from Dispel Good and Evil. For example, it doesn't give you resistance to fear, charm or possession effects, making you more vulnerable if you are using it instead of Protection from Good and Evil. </p><p></p><p>I tried fixing it, but... gods it was such a trash spell. </p><p></p><p>[SPOILER="Dispel Evil and Good"]</p><p><strong><em>Dispel Evil and Good</em></strong></p><p><em>5th-level (Abjuration)</em></p><p><strong>Casting Time</strong>: 1 Action</p><p><strong>Range</strong>: Self</p><p><strong>Components</strong>: V, S, M (holy water or powdered silver and iron)</p><p><strong>Duration</strong>: Concentration, up to 10 minutes</p><p></p><p>Shimmering energy surrounds and protects you from fey, undead, and creatures originating from beyond the Material Plane. For the duration, Abominations, Celestials, Elementals, Fey, Fiends, and Undead have disadvantage on attack rolls against you. Additionally, you are immune to fear, charm and possession effects from such creatures. </p><p></p><p>Once per minute, you can use each special function of this spell.</p><p></p><p><strong>Break Enchantment</strong>: As your action, you touch a creature you can reach that is possessed by an abomination, celestial, an elemental, a fey, a fiend, or an undead. The creature you touch is no longer possessed by such creatures.</p><p></p><p><strong>Calming Prescence</strong>: As your action, you emit a radius of calm in a 15 ft sphere. All creatures that were charmed or frightened within the sphere are no longer charmed or frightened. </p><p></p><p><strong>Dismissal</strong>: As your action, make a melee spell attack against an abomination, celestial, an elemental, a fey, a fiend, or an undead you can reach. On a hit, you attempt to drive the creature back to its home plane. The creature must succeed on a Charisma saving throw or be sent back to its home plane (if it isn't there already). If they aren't on their home plane, undead are sent to the Shadowfell, and fey are sent to the Feywild. [/SPOILER]</p><p></p><p>I still don't think it is ever worth it to cast, but at least now it isn't an utter waste of your time.</p></blockquote><p></p>
[QUOTE="Chaosmancer, post: 8715093, member: 6801228"] Wow, I had never truly understood the depths of suck that came from Dispel Good and Evil. For example, it doesn't give you resistance to fear, charm or possession effects, making you more vulnerable if you are using it instead of Protection from Good and Evil. I tried fixing it, but... gods it was such a trash spell. [SPOILER="Dispel Evil and Good"] [B][I]Dispel Evil and Good[/I][/B] [I]5th-level (Abjuration)[/I] [B]Casting Time[/B]: 1 Action [B]Range[/B]: Self [B]Components[/B]: V, S, M (holy water or powdered silver and iron) [B]Duration[/B]: Concentration, up to 10 minutes Shimmering energy surrounds and protects you from fey, undead, and creatures originating from beyond the Material Plane. For the duration, Abominations, Celestials, Elementals, Fey, Fiends, and Undead have disadvantage on attack rolls against you. Additionally, you are immune to fear, charm and possession effects from such creatures. Once per minute, you can use each special function of this spell. [B]Break Enchantment[/B]: As your action, you touch a creature you can reach that is possessed by an abomination, celestial, an elemental, a fey, a fiend, or an undead. The creature you touch is no longer possessed by such creatures. [B]Calming Prescence[/B]: As your action, you emit a radius of calm in a 15 ft sphere. All creatures that were charmed or frightened within the sphere are no longer charmed or frightened. [B]Dismissal[/B]: As your action, make a melee spell attack against an abomination, celestial, an elemental, a fey, a fiend, or an undead you can reach. On a hit, you attempt to drive the creature back to its home plane. The creature must succeed on a Charisma saving throw or be sent back to its home plane (if it isn't there already). If they aren't on their home plane, undead are sent to the Shadowfell, and fey are sent to the Feywild. [/SPOILER] I still don't think it is ever worth it to cast, but at least now it isn't an utter waste of your time. [/QUOTE]
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