When entered early access in 2020, only a small selection of the spells from 5e made it into the game's first version. By the game's full release, most of the remaining spells (up to the sixth level) from the had made it into the game, with some spells from other books, like from also being included. Currently, there is a multitude of spells and subspells available in, most of which feel fun, powerful, and satisfying to cast. Unfortunately, there are a handful of spells that are severely underwhelming.
Many of the underpowered spells in are already underpowered in as well. Larian buffed some of 's weaker spells, increasing their duration, modifying effects, or even reworking them entirely. Others were left mysteriously untouched or not changed enough. The consistent theme across these underwhelming spells is opportunity cost. If a spell requires concentration or has an inefficient casting time and its effects are not exceptionally powerful, it's not going to be able to compete with spells that are both powerful and efficient. Thankfully, there are ways to fix each of these spells without making them overpowered.
is a spell that looks very strong on paper. After all, resistance to bludgeoning, piercing, and slashing damage is an effect seen in a fourth-level spell,. Having this available at-will via cantrip is certainly powerful, but the casting time and duration of set it up for failure. Using an action for a purely defensive benefit is almost always worse than simply using an offensive tool. This is a core feature of action-economy-based games, such as Defensive tools that last for a minute, an hour, or more are the exceptions, but for such a short duration, is a bad trade.
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