Compared to the just damaging options Investiture of Flame and spells like Witch Bolt offers, Investiture of Ice has far more depth. This is a tool that engages an entire playstyle fantasy in a nice little package.
Read MoreInvestiture of Flame 5e
Conceptually, Investiture of Flame is the top end arsonist fantasy. This is the pyromancer dream; you’re Johnny Blaze, shooting flames from your fingertips while engulfed in roaring flickering fire. Mechanically this translates to a ten minute duration character swap where you intended to spend your actions firing off lines of fire.
Read MoreInfestation 5e
The base damage characters tend to want on their damaging cantrips is 1d10. High utility cantrips like Mind Sliver and Vicious Mockery offer solid repeatable conditional effects with lower dice sizes. Infestation supposedly fits into the latter category, but doesn’t actually offer solid repeatable conditional effects.
Read MoreAbi-Dalzim’s Horrid Wilting 5e
Abi-Dalzim’s Horrid Wilting: Get the Moist out of Life
Spell Level: 8
School: Necromancy
Casting Time: 1 Action
Range: 150 feet
Duration: Instantaneous
Components: V, S, M (a bit of sponge)
You draw the moisture from every creature in a 30-foot cube centered on a point you choose within range. Each creature in that area must make a Constitution saving throw. Constructs and undead aren’t affected, and plants and water elementals make this saving throw with disadvantage. A creature takes 10d8 necrotic damage on a failed save, or half as much damage on a successful one.
Review by Sam West, @CrierKobold
I’m confident somebody at Wizards of the Coast had one too many characters murdered by a shambling mound. Blight and Abi-Dalzim’s Horrid Wilting clearly were made by some jaded developer who wanted no player to face the losses they faced when confronting an army of vine blights. Beyond filling in the plant-hate niche that I’m confident next to nobody worries about, this is just a d8 version of an up-cast Fireball. It's better damage and nothing else.
Abi-Dalzim’s Horrid Wilting sounds like it should be a hybrid spell that is both whimsical and wacky while simultaneously being horrifying. I’d expect something like this to poison, sicken, or otherwise drain power as well as deal damage. We’re competing with spells like Animal Shapes; Horrid Wilting has a lot of room in its power budget to do some cool shit. That leads it to be a major disappointment as it’s just a damage spell like Fireball. Imposing disadvantage on its own save doesn’t change that. Non-magical plants wilting and dying is something I’d just assume happens as well; it's not really a meaningful line of text. When you drop a Circle of Death, you expect that all life in the area dies, including the rodents, plants, and bugs. It's part of the thematic and story of the spell. Obviously the spell inflicting HORRID WILTING will kill all the weeds and flowers. It's a no-brainer, it doesn’t need to be explicit.
That leaves Horrid Wilting in this space where if you want an 8th level damage spell, this is perfectly fine. Its 54 average damage over the 45.5 average an up-cast Fireball deals in roughly the same area at a slightly longer range. That’s really it. It's stuck on the Sorcerer and Wizard spell lists, both of which didn’t really need any more upper tier damage spells making it feel excessive. No character really NEEDS Horrid Wilting.
I want my upper level spells to do more than just damage, and Horrid Wilting is just damage. I’m looking for Fireballs with upside, not just higher damage Fireballs. Unless we’re talking about ludicrous amounts of damage like Meteor Swarm, I can’t get excited for this kind of effect.
If you’re in the market for a damage upgrade, Abi-Dalzim’s Horrid Wilting can be that. If you’re looking to break the game in wacky high magic ways or get new tools to navigate fights in higher complexity environments, this won’t deliver. This is a fine damage spell, nothing more.
Thank you for visiting!
If you’d like to support this ongoing project, you can do so by buying my books, getting some sweet C&C merch, or joining my Patreon.
The text on this page is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a.
‘d20 System’ and the ‘d20 System’ logo are trademarks of Wizards of the Coast, Inc.
and are used according to the terms of the d20 System License version 6.0.
A copy of this License can be found at www.wizards.com/d20.
Enlarge/Reduce 5e
Where I think the majority of problems with Enlarge/Reduce lies is in the difference between sizes. In terms of game mechanics, there just isn’t all that much benefit from shrinking a buddy, and shrinking an enemy will often just feel like you’re casting a bad save or die.
Read MoreShatter 5e
Shatter is iconic in D&D at this point largely due to the quantity of class options that have access to it. Bards, sorcerers, warlocks, wizards, tempest domain clerics, and two artificer specialties all get access to this simple 3d8 10 ft. radius sphere of death.
Read MoreChill Touch 5e
For you then to want Chill Touch over Fire Bolt, you either need to care about the thematics a good bit, or care about its niche side effects. You’re trading an extra point or two of damage on each hit to shut off healing a hit creature receives for a round, and you can weaken undead that are attacking you.
Read MoreCloudkill 5e
When you cast Cloudkill, you get an area of persistent damage effect, and that same area is also heavily obscured. These two can feel somewhat counterproductive; often you’ll want to get a creature in an area of damage and be able to see it to smack it about.
Read MoreControl Water 5e
Control Water has some neat nautical applications, but despite doing a lot of stuff specifically with water, I can’t justify preparing it outside niche waterbound settings.
Read MoreFind Familiar 5e
Turns out when you get it through Find Familiar, the entire nature of exploring, espionage, and combat changes by offering an insane resource advantage tied to ludicrously powerful tools for observation and subtlety you normally don’t have access to otherwise till levels 5+.
Read MoreHold Person 5e
Hold Person is paralysis save or die for humanoids. Need to massacre a single bandit leader? Hold him and watch your paladin and rogue instantly destroy him. That’s basically it. At all tiers of play, against humanoid creatures, Hold Person will functionally incapacitate a creature and double all the damage you’re friends would dish out.
Read MoreHaste 5e
Haste reads a bit clunky, but performs exceedingly well in specific groups. At its best, Haste is like having an extra party member. The bonus move speed can equate to multiple extra actions a round if you’d want to move massive distances as it functionally gives you “free” dash actions.
Read MoreMage Hand 5e
For a cantrip, you’ll be hard pressed to find something that gives you more creative options and power than this. Mage Hand may only be able to manipulate small amounts of weight, and it's definitely constrained by its fixed distance to you, but all of these elements make the tool complex.
Read MoreFire Bolt 5e
Fire Bolt might not seem like a super impressive spell, but it can be pretty useful if you need to set a bunch of stuff on fire.
Setting fires isn’t usually a big challenge. Torches are cheap enough, and adequately effective. But they can be cumbersome to haul around, they take time to light, and they can only be thrown but so far.
Read MoreLight 5e
Light can go on any mundane object, and if it's held by an enemy, they get to make a save to avoid Light sticking to it. In all my years DMing, not once has this come up. The light produced by Light can be any color at least, so that’s… upside? I guess?
Read MoreMending 5e
Mending is one of those spells that you don’t tend to really appreciate until you need it. At the DM’s discretion, natural 1s might result in broken blades or snapped bowstrings. If you happen to be three levels down in a dungeon, that could be very inconvenient… unless one of your party members has a Mending spell ready.
Read MoreMessage 5e
Message isn’t a cantrip you’re busting out every session. This is the kind of effect you’ll want from time to time, and even when it's applicable, some clever pantomime or use of varying language proficiencies can typically achieve a similar effect.
Read MoreMinor Illusion 5e
If you like solving problems with tools limited to just your imagination, Minor Illusion is an excellent starting point. Be prepared for things to go horribly wrong when that magical greatsword you illusion into your barbarians hand accidently phases through something.
Read MorePoison Spray 5e
Poison Spray is trading one damage dice size increase for the 110 feet of bonus range Fire Bolt comes with. That is a LARGE difference for just a damage spell. Sure, this has the highest damage scaling out of any cantrip in the game because of its die size, but if your goal is to fire off damage from a distance this obviously comes nowhere close to being usable.
Read MoreRay of Frost 5e
Ray of Frost fits slightly more towards the damage end of things, dealing a d8 damage and coming with a 10 foot speed penalty to the hit creature. Here’s my problem with Ray of Frost: with a cast range of 60 feet, how often is it going to change the math on something approaching the party? At most tables, the answer is rarely.
Read More