Mordenkainen's Sword is literally worse than an upcast Spiritual Weapon. These things can be hard to compare across different class spell lists, but still, Mord's Sword is terrible. For a 7th-level spell, it really should be bonus action to cast and free attack once per turn.
People got excited about the Chaos Bolt power in the starter spells supplement, which is fair enough for finally throwing a bone to Wild Magic sorcery. But the damage blows compared to Chromatic Orb, especially when you account for the fact that Orb allows you to pick the damage type. Instead of the bouncing, I'd make it d4 bolts, so d4 2d8 bolts that can't strike the same target, and if maybe if you roll doubles you get to pick the damage type from the entire list. That might be powerful, but it has a lot of little drawbacks - I'd prefer to use d3 but this edition seems to shy away from half-dice and the like.
Mordenkainen's Sword is literally worse than an upcast Spiritual Weapon. These things can be hard to compare across different class spell lists, but still, Mord's Sword is terrible. For a 7th-level spell, it really should be bonus action to cast and free attack once per turn.
People got excited about the Chaos Bolt power in the starter spells supplement, which is fair enough for finally throwing a bone to Wild Magic sorcery. But the damage blows compared to Chromatic Orb, especially when you account for the fact that Orb allows you to pick the damage type. Instead of the bouncing, I'd make it d4 bolts, so d4 2d8 bolts that can't strike the same target, and if maybe if you roll doubles you get to pick the damage type from the entire list. That might be powerful, but it has a lot of little drawbacks - I'd prefer to use d3 but this edition seems to shy away from half-dice and the like.
Wow, looking at Mordenkainen's Sword, it's just a worse version of Spirtual Weapon besides maybe slightly more damage potential at lower levels. It has a material with cost too so everytime you would need to spend 250 gp AND you have to concentrate on the spell, so you can't cast another spell even if someone gets in your face. Making it similar to Spirtual Weapon should balance it out, since that's the only thing you'll be able to concentrate on anyway.
Also Chaos Bolt does need a bit of a rework, because it's definetly interesting but limited in effectiveness.
What do you think is underpowered about it? Just curious.
Compared to, for instance, Aganazzar's Scorcher, 3d8 vs 4d4+2d4, Melf's come out on top with 1.5 extra damage, but it takes 2 rounds to apply it. Further more, Aganazzar's applies to all targets in the line of fire, potentially applying far more damage in one casting, and it's all dealt in one round.
Cloud of Daggers, Flaming Sphere, Maximilian's Earthen Grasp and Shatter offer almost the same damage or even more if it runs for more than one round, and these spells also offer utility.
And then we have Scorching Ray, with an average damage of 21 (instant) vs Melf's 15 (over 2 rounds). Also, Scorching adds an average of +7dmg/overcharge level, where melfs adds +5/overcharge level.
I can't see when I'd use melf's except in extreme niche situations, but if I ever were in such a situation, I most likely wouldn't have prepared/learned the spell to begin with.
Mordenkainen's Sword is literally worse than an upcast Spiritual Weapon. These things can be hard to compare across different class spell lists, but still, Mord's Sword is terrible. For a 7th-level spell, it really should be bonus action to cast and free attack once per turn.
Mordenkainen's is truly worse on all parameters.
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Altrazin Aghanes - Wizard/Fighter
Varpulis Windhowl - Fighter
Skolson Demjon - Cleric/Fighter
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Are there any spells you consider underpowered, whether they're just not worth the spell slot or too situational? How would you go about fixing them?
Mordenkainen's Sword is literally worse than an upcast Spiritual Weapon. These things can be hard to compare across different class spell lists, but still, Mord's Sword is terrible. For a 7th-level spell, it really should be bonus action to cast and free attack once per turn.
People got excited about the Chaos Bolt power in the starter spells supplement, which is fair enough for finally throwing a bone to Wild Magic sorcery. But the damage blows compared to Chromatic Orb, especially when you account for the fact that Orb allows you to pick the damage type. Instead of the bouncing, I'd make it d4 bolts, so d4 2d8 bolts that can't strike the same target, and if maybe if you roll doubles you get to pick the damage type from the entire list. That might be powerful, but it has a lot of little drawbacks - I'd prefer to use d3 but this edition seems to shy away from half-dice and the like.
Even a blind squirrel finds a nut once in awhile.
Small correction - the 250 gp miniature sword is not consumed by the spell, so mercifully you only need to spend the cost once.
Even a blind squirrel finds a nut once in awhile.
Melf's Acid Arrow
Altrazin Aghanes - Wizard/Fighter
Varpulis Windhowl - Fighter
Skolson Demjon - Cleric/Fighter
What do you think is underpowered about it? Just curious.
Altrazin Aghanes - Wizard/Fighter
Varpulis Windhowl - Fighter
Skolson Demjon - Cleric/Fighter
Snilloc's snowball swarm is worse than a 2nd-level ice knife. Give it an extra 1d6 or something.
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Mordenkainen's is truly worse on all parameters.
Altrazin Aghanes - Wizard/Fighter
Varpulis Windhowl - Fighter
Skolson Demjon - Cleric/Fighter