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What is the most powerful spell?
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<blockquote data-quote="Stalker0" data-source="post: 7243414" data-attributes="member: 5889"><p>Taking another look at the list again, my few suggested adjustments:</p><p></p><p><strong>Magic Mouth</strong> (Change to 1st level spell). This is mainly just a fun spell or good for dungeon design. There is nothing wrong with it, but also no need for it to be 2nd level. It would be just fine as a 1st level spell.</p><p></p><p><strong>Warding Bond</strong>: (Change to Good and stays at 2nd level). Nothing wrong with this spell! This spell has a long duration with no concentration, and provides a very rare bonus to both AC and saving throws (those are HARD to find!). The half damage can be both a blessing and a curse...but a cleric casting this should be more than capable of healing themself, and normally its better to spread damage out amongst the party than one character taking the full pain.</p><p></p><p><strong>Guidance</strong> (Change to Excellent). I rank this as among one of the strongest cantrips outside of combat. It is so easy to spam, getting +d4 to the vast majority of skills. Skill bonuses are rare, and this spell can give them out like candy. It is absolutely amazing and is something 20th level characters are still likely to use.</p><p></p><p><strong>Find Steed</strong> (Change to Excellent). Find steed is a tremendous spell. It can provide you a steed in areas where you couldn't have one (due to travel constraints). Mounted Combat gives you advantage on many attacks roll so thats great. It can be a damage sponge, a sentry (with the telepathic control). Its a spell that with a little creativity is simply awesome.</p><p></p><p><strong>Creation </strong> (Make it 5th level not bad). Creation might be a bit steep at its original 5th level but its still a solid spell in the hands of a creative player. Giving that power to 3rd level characters I think is a bit much. </p><p></p><p><strong>Misty Step</strong> (Make it a 3rd level spell). As others have suggested in some threads, teleport available to a 3rd level caster is just really really powerful, and tends to strain the low fantasy aspects of low level play. As a 3rd level spell is still powerful, but to me it is comparable to Fly in its ability to bypass obstacles. Fly is generally more useful, but there are still times when a misty step can bypass things that no other spell can at those levels...I would still consider it good.</p><p></p><p><strong>Protection from Energy</strong> (Change to Good). To me this is one of the adventuring staple spells. Energy damage occurs everywhere in adventuring. Having a spell that can provide resistance, and is flexible enough that you can pick which type you need when you need it...is great. The duration is nice too. I really don't consider this a setup spell. I mean you can, but with a 1 action casting time and the ability to select which energy when you cast....you can cast it right when you it when you see what you are facing.</p><p></p><p><strong>Vampiric Touch</strong>: (Lower to 2nd level not bad). This spell is aweful in general, and I would say even more so for Eldritch's Knights. You are a 13th level character when you cast this spell as a EK. At that level, 3d6 damage is pathetic compared to your own attacks. The healing is also miniscule and unreliable.</p><p></p><p><strong>Death Ward</strong> (Change to Excellent) Again, an adventuring staple. Its a spell every high level adventurer is going to have on their list, no concentration really seals the deal.</p><p></p><p><strong>Hallow</strong> (Change to Not Bad). Hallow is a lair spell, more often used by NPCs than PCs. But....it is very solid for one thing....it can provide the very rare vulnerability effect. The only other spell that can do this is Contagion. For that alone, I think is it completely worth a 5th level slot under the setup spell category.</p><p></p><p><strong>Dominate Person</strong> (Change to Good). Combat Wise...turning brother against brother is amazingly good. It basically adds to your damage and subtracts from your enemies at the same time. Non-combat wise...it is immensively flexible. Doing everything from getting a person to give you the password to secret x, to killing someone for you and taking the blame.</p><p></p><p><strong>Teleport</strong> (Change back to 7th level). The designers made a conscious decision to allow long reaching teleport to be only a very high level ability. Word of Recall at 6th makes sense because of the one direction nature. Teleport is a game changing spell, and is perfectly fine at 7th level.</p><p></p><p><strong>Delayed Blast Fireball</strong> (Change to 6th level). Either this goes down, or firestorm goes back up. FS and DBF have roughly the same base damage, and FS has tremendously better flexibility in how you arrange the blast and how many creatures you can hit. DBF requires concentration, which is always in very short supply at these levels. If the power of DBF is being based on what it looks like "when its power is maxed", then I would argue some other situational setup spells (like symbol) as much stronger than they are currently ranked. Further DBF can actually be used against you! No way this is a good spell for 7th if FS is not.</p><p></p><p><strong>Conjure Celestial</strong> (Drop to 6th level). First, we should rename this spell to Summon Couatl, so new players don't get confused that there is only a 2 monsters you can really conjure at this level, and if you conjuring a pegasus well....I'm sorry. The Couatl is nice don't get me wrong, but its not quite worth a 7th level slot. As a 6th level spell I think its rock solid.</p></blockquote><p></p>
[QUOTE="Stalker0, post: 7243414, member: 5889"] Taking another look at the list again, my few suggested adjustments: [B]Magic Mouth[/B] (Change to 1st level spell). This is mainly just a fun spell or good for dungeon design. There is nothing wrong with it, but also no need for it to be 2nd level. It would be just fine as a 1st level spell. [B]Warding Bond[/B]: (Change to Good and stays at 2nd level). Nothing wrong with this spell! This spell has a long duration with no concentration, and provides a very rare bonus to both AC and saving throws (those are HARD to find!). The half damage can be both a blessing and a curse...but a cleric casting this should be more than capable of healing themself, and normally its better to spread damage out amongst the party than one character taking the full pain. [B]Guidance[/B] (Change to Excellent). I rank this as among one of the strongest cantrips outside of combat. It is so easy to spam, getting +d4 to the vast majority of skills. Skill bonuses are rare, and this spell can give them out like candy. It is absolutely amazing and is something 20th level characters are still likely to use. [B]Find Steed[/B] (Change to Excellent). Find steed is a tremendous spell. It can provide you a steed in areas where you couldn't have one (due to travel constraints). Mounted Combat gives you advantage on many attacks roll so thats great. It can be a damage sponge, a sentry (with the telepathic control). Its a spell that with a little creativity is simply awesome. [B]Creation [/B] (Make it 5th level not bad). Creation might be a bit steep at its original 5th level but its still a solid spell in the hands of a creative player. Giving that power to 3rd level characters I think is a bit much. [B]Misty Step[/B] (Make it a 3rd level spell). As others have suggested in some threads, teleport available to a 3rd level caster is just really really powerful, and tends to strain the low fantasy aspects of low level play. As a 3rd level spell is still powerful, but to me it is comparable to Fly in its ability to bypass obstacles. Fly is generally more useful, but there are still times when a misty step can bypass things that no other spell can at those levels...I would still consider it good. [B]Protection from Energy[/B] (Change to Good). To me this is one of the adventuring staple spells. Energy damage occurs everywhere in adventuring. Having a spell that can provide resistance, and is flexible enough that you can pick which type you need when you need it...is great. The duration is nice too. I really don't consider this a setup spell. I mean you can, but with a 1 action casting time and the ability to select which energy when you cast....you can cast it right when you it when you see what you are facing. [B]Vampiric Touch[/B]: (Lower to 2nd level not bad). This spell is aweful in general, and I would say even more so for Eldritch's Knights. You are a 13th level character when you cast this spell as a EK. At that level, 3d6 damage is pathetic compared to your own attacks. The healing is also miniscule and unreliable. [B]Death Ward[/B] (Change to Excellent) Again, an adventuring staple. Its a spell every high level adventurer is going to have on their list, no concentration really seals the deal. [B]Hallow[/B] (Change to Not Bad). Hallow is a lair spell, more often used by NPCs than PCs. But....it is very solid for one thing....it can provide the very rare vulnerability effect. The only other spell that can do this is Contagion. For that alone, I think is it completely worth a 5th level slot under the setup spell category. [B]Dominate Person[/B] (Change to Good). Combat Wise...turning brother against brother is amazingly good. It basically adds to your damage and subtracts from your enemies at the same time. Non-combat wise...it is immensively flexible. Doing everything from getting a person to give you the password to secret x, to killing someone for you and taking the blame. [B]Teleport[/B] (Change back to 7th level). The designers made a conscious decision to allow long reaching teleport to be only a very high level ability. Word of Recall at 6th makes sense because of the one direction nature. Teleport is a game changing spell, and is perfectly fine at 7th level. [B]Delayed Blast Fireball[/B] (Change to 6th level). Either this goes down, or firestorm goes back up. FS and DBF have roughly the same base damage, and FS has tremendously better flexibility in how you arrange the blast and how many creatures you can hit. DBF requires concentration, which is always in very short supply at these levels. If the power of DBF is being based on what it looks like "when its power is maxed", then I would argue some other situational setup spells (like symbol) as much stronger than they are currently ranked. Further DBF can actually be used against you! No way this is a good spell for 7th if FS is not. [B]Conjure Celestial[/B] (Drop to 6th level). First, we should rename this spell to Summon Couatl, so new players don't get confused that there is only a 2 monsters you can really conjure at this level, and if you conjuring a pegasus well....I'm sorry. The Couatl is nice don't get me wrong, but its not quite worth a 7th level slot. As a 6th level spell I think its rock solid. [/QUOTE]
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