Spellbreaker26
2017-04-12, 09:28 AM
A review of these spells: http://media.wizards.com/2017/dnd/downloads/UA-Starter-Spells.pdf
Number 1: Cause Fear
Wizards and Warlocks get it
Frightened is a good status effect, but concentration's a big disadvantage.
It would be an excellent boss killer, especially at early levels, since it does not allow repeated saving throws - it is a save or suck spell, similar to banishment. In fact it may be a little too good.
Number 2: Ceremony
Clerics and Paladins get it
It has a bunch of flavourful effects, mostly a decent spell though I recommend changing the material component to consumed unless you want holy water factories.
Number 3: Chaos Bolt
Sorcerers Only
Similar to Chromatic Orb, but trades damage and being able to pick the damage type for a possibility to hit an additional target and not requiring a material component
Also it scales terribly. Change the d6s to 2d4s and it becomes more worthwhile. Not OP by any means
Number 4: Guiding Hand
Clerics, Wizards, Druids
Hmm. This navigation ritual spell (which allows you to find any famous location) seems a bit too low level. Since it’s a ritual, any party at one of the above levels always knows where they’re going. I think it takes a little fun out of classes and tools that allow for navigation, but others might disagree. I think this would work better as a second or third level spell.
Number 5: Hand of Radiance
Clerics
Basically Cleric Thunderwave. Excellent for brutal close encounters, but I am usually wary of giving more attack cantrips to the cleric. Nonetheless, it’s low damage seems reasonable. I don’t see any outright problems with this one.
Number 6: Healing Elixir
Wizards and Warlocks take this from my cold, dead, hands
I hate this. Wizards should create potions with alchemy, not magic them up. Wizards and Warlocks have enough toys without grabbing healing as well.
Number 7: Infestation
Druid, Sorcerer, Warlock, Wizard
BEES. I actually really like this one. Low damage but it’s a great linebreaker. Not that competitive but a lot of fun.
Number 8: Primal Savagery
Druids
I’m watching Logan on Thursday! No spoilers!
But basically Wolverine the Cantrip. Better damage and type than shocking grasp but doesn’t have either of the riders. Still good.
Number 9: Puppet
Wizard Warlock Bard
Like command but better. Also it doesn’t prevent you dropping people off of cliffs. Really feel like this is potentially open for abuse; especially since it's totally silent. Just imagine an arcane trickster sneaking along a castle wall chucking soldiers off with Puppet. Actually, now I'm really starting to like it!
Number 10: Sense emotion
Warlock Wizard
Now this one is a good idea. Keys you into facts without being outright telepathy. A bit like a polygraph, informative but can also trip you up.
Number 11: Snare
Ranger, Druid, Wizard
It just seems pointless. Can’t you just make a regular trap with all that rope? Just do a survival check to hide it. This feels like a spell that doesn’t need to be a spell.
Number 12: Sudden Awakening
Ranger, Wizard, Sorcerer, Bard
...this feels so pointlessly situational. That’s just about all I can say about it.
Number 13: Toll the Dead
Cleric, Wizard, Warlock
Blows sacred flame out of the water for clerics (despite having a slightly worse damage type). May rank as a damage cantrip on the level of Fire bolt - i.e. only worse than Eldritch Blast. Very powerful indeed
Number 14: Unearthly Chorus
Bard
This seems like a way better version of charm person. Diplomancers are already fairly decent but this seems like a fair bit over the top. Bards can already get incredible bonuses to Charisma, they don’t need advantage for ten minutes.
Number 15: Virtue
Cleric
Despite what it looks like, this is actually a utility spell. Walk on nails continually casting, that sort of thing. Does it suck? Probably, but clerics usually have a spare cantrip slot after guidance and their attack cantrip I find.
Number 16: Wild Cunning
Druid, Ranger
Basically outright replaces some survival checks and makes the rest trivial. WoTC continues its quest to replace the Ranger class abilities with spells in the ranger list, the most pointless quest of all time.
Number 17: Zephyr Strike
Ranger
When WoTC heard people thought that they were neglecting the ranger, they decided to fix that. They confirmed that they were! This spell should be badass but isn’t. It should be a good hit n’ run spell but doesn’t do extra damage and honestly a 1st level spell to get advantage once isn’t enough hit.
Number 1: Cause Fear
Wizards and Warlocks get it
Frightened is a good status effect, but concentration's a big disadvantage.
It would be an excellent boss killer, especially at early levels, since it does not allow repeated saving throws - it is a save or suck spell, similar to banishment. In fact it may be a little too good.
Number 2: Ceremony
Clerics and Paladins get it
It has a bunch of flavourful effects, mostly a decent spell though I recommend changing the material component to consumed unless you want holy water factories.
Number 3: Chaos Bolt
Sorcerers Only
Similar to Chromatic Orb, but trades damage and being able to pick the damage type for a possibility to hit an additional target and not requiring a material component
Also it scales terribly. Change the d6s to 2d4s and it becomes more worthwhile. Not OP by any means
Number 4: Guiding Hand
Clerics, Wizards, Druids
Hmm. This navigation ritual spell (which allows you to find any famous location) seems a bit too low level. Since it’s a ritual, any party at one of the above levels always knows where they’re going. I think it takes a little fun out of classes and tools that allow for navigation, but others might disagree. I think this would work better as a second or third level spell.
Number 5: Hand of Radiance
Clerics
Basically Cleric Thunderwave. Excellent for brutal close encounters, but I am usually wary of giving more attack cantrips to the cleric. Nonetheless, it’s low damage seems reasonable. I don’t see any outright problems with this one.
Number 6: Healing Elixir
Wizards and Warlocks take this from my cold, dead, hands
I hate this. Wizards should create potions with alchemy, not magic them up. Wizards and Warlocks have enough toys without grabbing healing as well.
Number 7: Infestation
Druid, Sorcerer, Warlock, Wizard
BEES. I actually really like this one. Low damage but it’s a great linebreaker. Not that competitive but a lot of fun.
Number 8: Primal Savagery
Druids
I’m watching Logan on Thursday! No spoilers!
But basically Wolverine the Cantrip. Better damage and type than shocking grasp but doesn’t have either of the riders. Still good.
Number 9: Puppet
Wizard Warlock Bard
Like command but better. Also it doesn’t prevent you dropping people off of cliffs. Really feel like this is potentially open for abuse; especially since it's totally silent. Just imagine an arcane trickster sneaking along a castle wall chucking soldiers off with Puppet. Actually, now I'm really starting to like it!
Number 10: Sense emotion
Warlock Wizard
Now this one is a good idea. Keys you into facts without being outright telepathy. A bit like a polygraph, informative but can also trip you up.
Number 11: Snare
Ranger, Druid, Wizard
It just seems pointless. Can’t you just make a regular trap with all that rope? Just do a survival check to hide it. This feels like a spell that doesn’t need to be a spell.
Number 12: Sudden Awakening
Ranger, Wizard, Sorcerer, Bard
...this feels so pointlessly situational. That’s just about all I can say about it.
Number 13: Toll the Dead
Cleric, Wizard, Warlock
Blows sacred flame out of the water for clerics (despite having a slightly worse damage type). May rank as a damage cantrip on the level of Fire bolt - i.e. only worse than Eldritch Blast. Very powerful indeed
Number 14: Unearthly Chorus
Bard
This seems like a way better version of charm person. Diplomancers are already fairly decent but this seems like a fair bit over the top. Bards can already get incredible bonuses to Charisma, they don’t need advantage for ten minutes.
Number 15: Virtue
Cleric
Despite what it looks like, this is actually a utility spell. Walk on nails continually casting, that sort of thing. Does it suck? Probably, but clerics usually have a spare cantrip slot after guidance and their attack cantrip I find.
Number 16: Wild Cunning
Druid, Ranger
Basically outright replaces some survival checks and makes the rest trivial. WoTC continues its quest to replace the Ranger class abilities with spells in the ranger list, the most pointless quest of all time.
Number 17: Zephyr Strike
Ranger
When WoTC heard people thought that they were neglecting the ranger, they decided to fix that. They confirmed that they were! This spell should be badass but isn’t. It should be a good hit n’ run spell but doesn’t do extra damage and honestly a 1st level spell to get advantage once isn’t enough hit.