Immoralkickass
Adventurer
Not sure what you're asking. Do you mean 'which spells would you buff?'
When you say "objective", do you mean "subjective"?
Love this. I don't think that there are any spells that require an attack AND a save, but not 100% sure.
This. Very much this.Charm Person, Monster, etc... return it to its original form. A long term effect with a save frequency based on the intelligence of the creature (once per day for high int, once per month for low int).
It is a shame that its only 1 hour? So much lost opportunity for tragic disaster.
What spells would you want to de-nerf?
I think you should always have to roll to hit with any ray effect.LOL yes, I did. Edited and thank you.
I know of at least one:
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As you can see, it requires an attack roll, allows a save at the end of each of the target's turns, and requires concentration. Why make it a ranged spell attack when it does no damage? Why have a save every round if you also have to concentrate on it?
My De-Nerf would be to remove the ranged spell attack roll, replace it with a DEX save maybe (or CON, but that probably wouldn't be as effective), and either remove the CON save or concentration. I think the most powerful combination would be this:
View attachment 119788
Somewhere in between, is my preference. A dumb monster or an idiot should maybe get a save a week; an average person should maybe get a save every day or two; a genius should get a save every few hours.Charm Person, Monster, etc... return it to its original form. A long term effect with a save frequency based on the intelligence of the creature (once per day for high int, once per month for low int).
It is a shame that its only 1 hour? So much lost opportunity for tragic disaster.
Small picky costs, yes. 10 g.p. here and 25 g.p. there just gets annoying after a while.Not exactly a de-nerf, but I would remove GP costs to many spells if not all.
In general I don't think it was a good idea to still have spells with a GP cost in 5e, because money can have a very different importance depending on a group's playstyle and fantasy setting, and a GP cost can be negligible in one game and a real dealbreaker in another.