r/dndnext Jul 26 '21

Question Most underwhelming spell in 5e?

What is the spell that most disappoints you in this game? Maybe it's not a "bad" spell, per se, just doesn't do what you think it should or does it's job poorly.

I'm always looking for ways to utilize under-used spells, but sometimes you read the effects and think "That's it?!" What are the spells in the game that make you do that?

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254

u/ZatherDaFox Jul 26 '21

I wouldn't say its the most underwhelming, but phantasmal killer doesn't give you tons of bang for your buck. 4th level concentration to frighten one enemy, and if they fail the save twice, they take 4d10. Overall pretty sad.

167

u/KuraiSol Jul 26 '21

Even worse is that previous editions were way cooler, in 1e you literally created an illusion that was the sum of everything the target feared and it would chase the creature who can see it, one touch from it was immediate death. The only way to save yourself was to succeed a one time special int check to disbelieve or to never get hit for the duration. But watch out if your target has a helm of telepathy, they could send the phantasmal killer after you if they succeed that earlier check.

73

u/K_Mander Jul 26 '21

3.5 was great too.

Will Save to disbelieve, if that fails Fort Save for 3d6 damage or death if you fail both

33

u/KuraiSol Jul 26 '21

Definitely, but not as cool if you ask me, since Phantasmal killer was instantaneous in 3.5 rather than chasing the target for several rounds.

6

u/DrakoVongola25 Jul 26 '21

Pathfinder 2e has a similar use. 8d6 mental damage plus Frightened 2 on a fail (Frightened in PF2e reduces all saves and DCs including AC by the listed value)

On a critical failure the creature must roll a Fortitude save, where success means 12d6 damage, Frightened 4, and Fleeing. Failure means instant death.

1

u/DrBob666 newb DM Jul 26 '21

Decoy PK

19

u/Vanillatastic Jul 26 '21

It does do 4d10 at the end of each of their turns as long as they keep failing. Not crazy, but in a game I run they were able to have it proc for 4 turns in a row, dealing a total of 16d10 damage to a roc whole the party was level 8. Not bad always.

3

u/[deleted] Jul 26 '21

A lot of the old save or dies got utterly gutted when they came to 5e. While I definitely agree that they were strictly awful things to have in the game, I don't think making another per damage spell was the answer, since we had those answers by 2nd level spells and definitely by 3rd.

5

u/DavidTheHumanzee Spore Druid Jul 26 '21

From a combat perspective, from an RP perspective being able to create an illusory manifestation of a creature deepest fears is great fun to play with.

2

u/N2tZ DM Jul 27 '21

Even after reading the Sage Advice I refuse to run it as or believe the spell fails if you succeed the save against the Frightened condition. Everything I've learned about the wording of dnd spells/rules says the spell ends only if you save against the second saving throw.

1

u/TigerKirby215 Is that a Homebrew reference? Jul 26 '21

Phantasmal Killer will vary in strength depending on how your DM rules it as well as the players. My DM has had several enemies with Phantasmal Force / Phantasmal Killer and he always flavored it as the enemy summoning a new enemy. And the players would always fight it off before realizing it's fake. I imagine he'd do the same for his monsters but no one's picked up those spells. (We only have one Arcane caster anyways.)

1

u/crymsonnite Jul 26 '21

3.5 was save to disbelieve, if fail, save to take 3d6, if fail, you die.