Spells That Don't Suck, Volume 3

by somanyrobots

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Spells That Don't Suck
Volume 3

Spells That Don't Suck

This is a collection of new spells for 5th Edition, made as a joint project between somanyrobots & Omega Ankh. They all strive to be balanced and useful, and something you could incorporate at any table. They're all rebalanced versions of existing spells - some in the SRD, some not, and generally all solving problems those spells have. They're also free to use - everything in this document except the cover art is licensed CC-BY. The license is linked at the bottom, but broadly that means you can incorporate it into your own work (even commercial work) and share it freely, as long as you credit the author. Happy casting!

Volume 3

This is the third volume of this project; the full collection can be found here, and as of this release contains 58 spells.

A Note On Artificers

We don't have anything against the official Artificer, but it's not covered in the SRD 5.1 - the reference document that we're legally reliant on to make these spells. So this document doesn't mention them, and doesn't include them in the lists of classes who get particular spells. If an original spell was on the Artificer list, you can safely put its replacement on their list.

Spells By Level

Cantrips
  • Blade Burst
  • Ghost Lights
  • Ghost Touch
  • Stinging Insects
  • Thunder Burst
1st Level
  • Detect Otherworldly Influence
2nd Level
  • Lashing Vine
3rd Level
  • Arcane Shelter
  • False Death
  • Imbue Element
  • Siphon Life
4th Level
  • Animal Transformation
  • Expulsion
  • Hailstorm
  • Stormcloud
5th Level
  • Unearth Legend
6th Level
  • Petrify
7th Level
8th Level
9th Level

Spells

Animal Transformation

4th-level transmutation


  • Classes: Bard, Druid, Sorcerer, Wizard
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a lump of clay)
  • Duration: Concentration, 1 hour
  • Replaces: Polymorph

You gesture at a creature you can see within range, magically molding them into a new form. The spell has no effect on a creature with 0 hit points. An unwilling creature can make a Charisma saving throw to resist the effect. If they fail, they can repeat the save at the end of each of their turns, ending the spell on a success.

The transformation lasts for the duration, or until the target drops to 0 hit points. The new form can be any beast whose challenge rating is 4 or lower, and equal to or less than the target's CR or character level. The target's game statistics are replaced by the statistics of the chosen beast. It retains its alignment, personality, allegiances, and broad plan of action.

The target assumes the hit points of its new form. When it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form.

The creature is limited in the actions it can perform by the nature of its new form, and it can't speak, cast spells, or take any other action that requires hands or speech. Its items meld into the new form, and the creature can't activate, use, wield, or otherwise benefit from any of it.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the new form's maximum CR increases by 1 for each slot level above 4th.

Arcane Shelter

3rd-level abjuration (ritual)


  • Classes: Bard, Wizard
  • Casting Time: 10 minutes
  • Range: Self (10-foot dome)
  • Components: V, S, M (a flake of tortoise shell)
  • Duration: 8 hours
  • Replaces: Tiny Hut

You construct a 10-foot radius dome of arcane energy, centered on yourself. The dome is stationary and disappears if you exit its area. If you cast it in a location without enough space to accommodate it, the spell fails.

Ten Medium creatures can fit inside the dome; a Large creature takes as much space as four Medium creatures. You can designate up to ten creatures when you cast the spell who can freely pass in and out of the dome. It takes 25 feet of movement to move through the dome.

The dome is translucent, with only vague shapes visible through it. Projectiles that touch the dome are slowed to a stop, and spells and other magical effects can't pass through the dome or be cast through it.

Blade Burst

Conjuration cantrip


  • Classes: Sorcerer, Warlock, Wizard
  • Casting Time: 1 action
  • Range: Self (5-foot radius)
  • Components: V
  • Duration: Instantaneous
  • Replaces: Sword Burst

You conjure a ring of blades that slash or stab at your foes. All other creatures within 5 feet of you must succeed on a Dexterity saving throw or take your choice of 1d6 slashing or 1d6 piercing damage.

This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Detect Otherworldly Influence

1st-level divination (ritual)


  • Classes: Cleric, Paladin
  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, 10 minutes
  • Replaces: Detect Evil and Good

You sense the presence of unnatural or extraplanar creatures. The spell reveals the existence of any aberrations, celestials, elementals, fey, fiends, or undead within 30 feet of you, as well as their locations. You also have advantage on any Wisdom (Perception) or Wisdom (Insight) checks against such creatures. The spell is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Expulsion

4th-level abjuration

  • Classes: Cleric, Paladin, Sorcerer, Warlock, Wizard
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (an item the target abhors)
  • Duration: Concentration, up to 1 minute
  • Replaces: Banishment

You brandish a repellent item at a creature you can see within range and attempt to expel them from this plane. The target must make a Charisma saving throw. On a failure, they are partly wrenched off their current plane. For the duration, they become incapacitated and gain resistance to all damage.

The target makes another Charisma save at the end of each of their turns, ending the spell on a success. Creatures on their home plane continue making saves for the duration. Extraplanar creatures failing their second Charisma save disappear from their current plane entirely. Extraplanar creatures failing the third Charisma save are banished back to their home plane and stop attempting saving throws. If you maintain concentration for the full duration, this banishment becomes permanent.

A target that returns reappears in the space it left or in the nearest unoccupied space if that space is occupied.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th.

False Death

3rd-level necromancy


  • Classes: Bard, Cleric, Druid, Wizard
  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a pinch of graveyard dirt)
  • Duration: 8 hours
  • Replaces: Feign Death

You touch a willing creature, charging it with necrotic magic and allowing it to mimic death. The target gains 10 temporary hit points for the duration.

As an action, or as a reaction to being hit with an attack or taking damage, the target can appear dead to all outward inspection and to spells used to determine the target's status. If the target breathes, its respiration is undetectable.

While in this false state, the target drops prone, can see and hear normally, and has resistance to all damage except psychic damage. The false state ends if the target moves or takes an action, bonus action or reaction.

The spell ends once the target has left the false state. Additionally, you can use an action to touch the target and dismiss the spell.

If the target is diseased or poisoned when you cast the spell, or becomes diseased or poisoned while under the spell's effect, the disease and poison have no effect until the spell ends.

Ghost Lights

Evocation cantrip


  • Classes: Bard, Sorcerer, Wizard
  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (a bit of tungsten or hickory, or a firefly)
  • Duration: 10 minutes
  • Replaces: Dancing Lights

You create up to four small lights within range that hover in the air for the duration. Each light may appear as you wish (torch, lantern, glowing orb, etc.) and can be colored as you like. Whichever form you choose, each light sheds dim light in a 15-foot radius.

As a bonus action on your turn, you can move the lights up to 60 feet to a new space within range. A light must be within 30 feet of another light created by this spell, and a light winks out if it exceeds the spell's range. If you cast this spell again, any current lights you created with this spell instantly wink out.

Ghost Touch

Necromancy cantrip


  • Classes: Sorcerer, Warlock, Wizard
  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: 1 round
  • Replaces: Chill Touch

You create an intangible, cadaverous hand that latches onto a creature within range, assailing its life force. Make a ranged spell attack against the target. On a hit, the target takes 1d8 necrotic damage, and it can't regain hit points until the start of your next turn.

If you hit an undead target, it has disadvantage on attack rolls against you until the end of your next turn.

This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Hailstorm

4th-level conjuration


  • Classes: Druid, Sorcerer, Wizard
  • Casting Time: 1 action
  • Range: 300 feet
  • Components: V, S, M (a piece of onion and a droplet of water)
  • Duration: Instantaneous
  • Replaces: Ice Storm

Balls of ice slam to the ground in a 20-foot-radius, 40-foot-high cylinder centered on a point within range until the end of your next turn. The balls of ice turn the storm's area of effect into difficult terrain until the end of your next turn. At the start of each of their turns, creatures in the cylinder must make a Dexterity saving throw. A creature takes 5d4 bludgeoning damage and 5d4 cold damage on a failed save, or half as much damage on a successful one.


At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the bludgeoning and cold damage each increase by 1d4 for each slot level above 4th. Additionally, the radius and height increase by 5 feet for each slot level above 4th.

Imbue Element

3rd-level transmutation


  • Classes: Druid, Ranger, Paladin
  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Concentration (1 hour)
  • Replaces: Elemental Weapon

You touch a melee weapon and enhance it with elemental power. Choose one of the following damage types: acid, cold, fire, or lightning. For the duration, the weapon deals 1d6 bonus damage per hit, and the weapon's base damage is of the chosen type. In addition, once per round after a creature takes damage from the weapon, they suffer an effect based on the damage type chosen:

  • Acid: The target takes 2d4 acid damage at the end of their next turn.
  • Cold: The target's movement speed is reduced by half.
  • Fire: The target takes 1d6 additional fire damage.
  • Lightning: The target can't take reactions until the end of their next turn.

At Higher Levels. When you cast this spell using a spell slot of 5th or 6th level, the bonus damage increases to 2d6. When you use a spell slot of 7th level or higher, the bonus damage increases to 3d6.

Lashing Vine

2nd-level conjuration


  • Classes: Druid, Ranger
  • Casting Time: 1 bonus action
  • Range: 30 feet
  • Components: V, S
  • Duration: 1 minute
  • Replaces: Grasping Vine

You cause a magical vine to burst forth from the ground, wall, or ceiling in an unoccupied space of your choice that you can see within range. The vine has an AC and hit points equal to your spell save DC, and the spell ends if you cast it again while a vine remains. When you cast this spell, and then as a bonus action on each of your turns until the spell ends, you can direct the vine to pull a large or smaller creature within 30 feet of it that you can see. That creature must succeed on a Dexterity saving throw or be pulled 20 feet directly toward the vine.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the range and distance the vine can pull a creature increases by 10 feet for each slot level above 2nd. If you cast this spell using a spell slot of 4th level or higher, the vine can attempt to pull huge or smaller creatures.

Petrify

6th-level transmutation

  • Classes: Warlock, Wizard
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a pinch of chalk, water, and dirt)
  • Duration: Concentration, up to 3 rounds
  • Replaces: Flesh to Stone

You attempt to petrify a creature that you can see within range. If the target's body is made of flesh, the creature must make a Constitution saving throw. If the saving throw fails by 5 or more, the creature is instantly petrified; otherwise, a creature that fails the save begins to turn to stone and is restrained.

A creature restrained by this spell must make another Constitution saving throw at the end of each of its turns. If it successfully saves against this spell three times, the spell ends; if it fails its save, it is petrified.

The petrification lasts until the creature is freed by the greater restoration spell or other magic.

If the creature is physically broken while petrified, it suffers from similar damage if it reverts to its original state.

Siphon Life

3rd-level necromancy

  • Classes: Cleric, Wizard
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Instantaneous
  • Replaces: Life Transference

You gesture at two creatures within range, redirecting the life force from one to heal another within range. One creature of your choice within 30 feet of you that you can see must make a Constitution saving throw. On a failure, the target takes 4d8 damage, which can't be reduced in any way, and another creature of your choice that you can see within 30 feet of your target regains an equivalent number of hit points.

A creature can willingly fail this save.

The spell has no effect on constructs or undead.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.

Stinging Insects

Conjuration cantrip


  • Classes: Druid, Sorcerer, Warlock, Wizard
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (six sugar crystals)
  • Duration: Instantaneous
  • Replaces: Infestation

You cause a cloud of biting, stinging insects to appear near one creature you can see within range. The target must make a Constitution saving throw. On failure, it takes 1d4 piercing damage and 1d4 poison damage and moves 5 feet in a direction of your choice. The creature doesn't move into obviously dangerous ground, such as a fire or a pit.

The spell's damage increases by 1d4 when you reach 5th level (2d4+2d4), 11th level (3d4+3d4), and 17th level (4d4+4d4).

Stormcloud

4th-level evocation

  • Classes: Sorcerer, Wizard
  • Casting Time: 1 action
  • Range: 150 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute
  • Replaces: Storm Sphere

A 20-foot-radius sphere charged with crackling lightning and rumbling shockwaves appears centered on a point you choose within range. The sphere remains for the spell's duration; at the beginning of each of your turns, you can move the sphere up to 10 feet in a direction of your choice. The sphere spreads around corners, and its area is lightly obscured, difficult terrain. Creatures inside the sphere are deafened; creatures within 30 feet of the sphere have disadvantage on Wisdom (Perception) checks made to listen.

Until the spell ends, you can use a bonus action on each of your turns to direct a lightning strike from the sphere's center at one creature you choose within 60 feet of the center. Make a ranged spell attack. You have advantage on the attack roll if the target is in the sphere. On a hit, the target takes 4d8 lightning damage.

After this lightning strike, each creature in the sphere must succeed on a Constitution saving throw. On a failed save, a creature takes 4d8 thunder damage, or half as much damage on a successful save.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage for each of its effects increases by 1d8 for each slot level above 4th.

Thunder Burst

Evocation cantrip


  • Classes: Bard, Druid, Sorcerer, Warlock, Wizard
  • Casting Time: 1 action
  • Range: Self (5-foot radius)
  • Components: S
  • Duration: Instantaneous
  • Replaces: Thunderclap

You create a burst of cracking sound that can be heard up to 100 feet away. All other creatures within 5 feet of you must succeed on a Constitution saving throw or take 1d8 thunder damage and be deafened until the end of their next turn.

The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Unearth Legend

5th-level divination (ritual)


  • Classes: Bard, Cleric, Wizard
  • Casting Time: 10 minutes
  • Range: Self
  • Components: V, S, M (rare gems worth at least 250 gp, which the spell consumes, and a jeweled notebook worth at least 200 gp)
  • Duration: 1 week
  • Replaces: Legend Lore

You contact an otherwordly entity, offering it the gems used in the spell's casting in exchange for the history of a person, place, or object. The entity tells you everything it knows about the subject (typically well-known lore or widely-told stories).

After it is contacted, the entity researches the subject for up to 1 week. Its discoveries appear as writing in the jeweled notebook. It might learn obscure myths, forgotten legends, or even lost secrets. The more information you possess when you cast the spell, the faster and more detailed the results will be. The entity may not understand the information it finds, and so might impart unsolved riddles, confusing poems, or other puzzling communications. Once the entity has conveyed everything it can discover, the spell ends.

Changelog (Main Doc)

v3

  • Added Animal Transformation, Stormcloud, Lashing Vine, Siphon Life, Imbue Element, Petrify, Unearth Legend
  • Updated Hailstorm

v2.5

  • Added Arcane Shelter, Blade Burst, Detect Otherworldly Influence, False Death, Ghost Lights, Ghost Touch, Stinging Insects, Thunder Burst
  • Updated Expulsion

v2.0.1

  • Fixed duration on Shatter Mind
  • Fixed upcasting on Life Drain

v2.0

  • Added Lightning Leash, Expulsion
  • Added Replacements Appendix

v1.6

  • Added Conjure Beast Pack, Captivate, Earth Leash, Shatter Mind
  • Added KibblesTasty's Manipulate Earth, Manipulate Fire, Manipulate Water, Manipulate Wind

v1.5.1

  • Small buffs to Inflict Disease

v1.5

  • Added Detect Hazards, Holy Fire, Grave Call, Inflict Disease, Spreadshot, Brilliance, Fortune, Misfortune, Guide Air
  • Added a bunch of KibblesTasty's Spells
    • Arcanist's Sword, Dust Cyclone, Form of Fire, Form of Ice, Form of Stone, Form of Water, Form of Wind, Lightning Tendril, Martial Steel Wind Strike

v1.0.1

  • Fixed scaling on Draining Bolt
  • Changed Oakenhide to self-cast only
  • Added classes on a bunch where they got left off by accident

v1

  • Initial release!

Credits & References

Spells That Don't Suck is created by Omega Ankh & somanyrobots

Art

  • All art © Wizards of the Coast LLC except where noted, listed in order of appearance.
  • Conspiracy Theorist, by Eelis Kyttanen

Spells

  • By KibblesTasty
    • Arcanist's Sword, Dust Cyclone, Form of Fire, Form of Ice, Form of Stone, Form of Water, Form of Wind, Lightning Tendril, Manipulate Earth, Manipulate Fire, Manipulate Water, Manipulate Wind, Martial Steel Wind Strike
  • By Omega Ankh and somanyrobots
    • Everything else


Licensing

All rules & spell text in this document is licensed as CC-BY, under the Creative Commons Attribution 4.0 International license (CC-BY). Broadly, it can be republished freely or incorporated into commercial works as long as credit is given to the original creators.


Includes spells from Kibbles' Casting Compendium 2.0 by KibblesTasty Homebrew LLC, which is licensed CC-BY and available here.


The document in its entirety, including artwork, is licensed under WotC's Fan Content Policy, included below.

Can I Use These In My Project?

If you want to include spells from this document in your own work, include a reference, for example:


Includes spells from Spells That Don't Suck by Omega Ankh and somanyrobots, which is licensed CC-BY and available here.


If you want to incorporate KibblesTasty's spells, you absolutely can, but make sure to include a credit to him. See above in the Licensing section.


Fan Content Policy

This work is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.

Appendix 1: Replacements

Level Original Replacement
0 Chill Touch Ghost Touch
0 Dancing Lights Ghost Lights
0 Infestation Stinging Insects
0 Sword Burst Blade Burst
0 Thunderclap Thunder Burst
1 Detect Evil and Good Detect Otherworldly Influence
3 Elemental Weapon Imbue Element
3 Feign Death False Death
3 Life Transference Siphon Life
3 Tiny Hut Arcane Shelter
4 Banishment Expulsion
4 Ice Storm Hailstorm
4 Grasping Vine Lashing Vine
4 Polymorph Animal Transformation
4 Storm Sphere Stormcloud
5 Legend Lore Unearth Legend
6 Flesh to Stone Petrify

Appendix 2: Design Notes

Banishment

Replaced With: Expulsion

Banishment's too strong. A good test is "Would this spell feel like stupid bullshit if the DM used it against players?" And Banishment absolutely fails that test. So Expulsion slows down its effects. This one went through a lot of drafts, turned out to be quite a hard job. Probably a little overnerfed, but much closer to proper balance than the original was.

  • Incapacitates on first round, sends to demiplane on second turn, sends to home plane on third.
  • Fixes some of the slightly weird planar interactions

Chill Touch

Replaced With: Ghost Touch

So many people have assumed this spell does cold damage. It got some rephrasing at the same time, just to be a little shorter.

  • Name
  • More concise language vs wordy original

Dancing Lights

Replaced With: Ghost Lights

Light fills the function as a travel cantrip and a fairly bold exploration tool. Dancing Lights is subtler, and more cautious. The base spell also requires concentration which instantly makes it terrible, concentration is a heavy price on a cantrip.

  • Removed concentration
  • Duration increased to 10 minutes
  • Added color option
  • Radius increased - total light radius is about half what Light provides, but careful placement allows for some tactical darkness zones.
  • Removed the weird humanoid shape thing, it never made any sense and Minor Illusion does it better.

Detect Evil and Good

Replaced With: Detect Otherworldly Influence

Minor changes here, but of course the name was bad since it had nothing to do with evil or good. But it's also situational enough that it makes a good ritual, and it got a tiny buff to checks just to bring the power up a smidge.

  • Fixed name.
  • Made it a ritual.
  • Gave it a small buff for perception and insight checks.

Elemental Weapon

Replaced With: Imbue Element

Elemental Weapon's very weak; its primary benefit is simulating a magic weapon, but in most games, that's just not needed. So instead it gets a small damage buff, and rider effects according to the element chosen. (Also, thunder's much stronger than the other types, so it's removed).

Feign Death

Replaced With: False Death

The original's role is so specific that it's basically just a plot spell. Buffed it into a bit of a higher-level False Life with added utility to cover the spell's original functions.

  • 10 temp hp
  • Reaction allows in-combat use
  • Clarified breathing
  • Removed incapacitation, spell just ends if target takes an action etc.
  • This allows them to continue to concentrate on a spell (!)
  • Removed blindness
  • Can act normally, ending the spell - enabling in-combat psychological surprises

Flesh to Stone

Replaced With: Petrify

The base Flesh to Stone is underwhelming. A 6th-level slot to inflict restrained is a very high price; with 3 rounds until petrification, it almost never triggers. We debated lots of different versions, and landed on the most conservative, just buffing it until it's worth using.

  • Failing by 5 or more is instant petrify (consistent mechanics with medusas)
  • Restrained after 1 failure, petrified after another
  • Concentration changed to 3 rounds as it's decided by then

Grasping Vine

Replaced With: Lashing Vine

Grasping vine is awful. It's a 4th-level spell, with concentration, that arguably underperforms many 1st-levels.

  • 4th to 2nd level, for all that is holy, this was worse than Entangle RAW
  • Removed concentration, 1 minute duration remains (actually allowing the combo of this + Spike Growth)
  • Can only grab Large or smaller creatures
  • Vine has AC and HP for counterplay, now that concentration is gone
  • Added upcasting

Ice Storm

Replaced With: Hailstorm

Ice Storm is just a garbage spell. Its damage is below the curve, and one round of difficult terrain isn't very impactful. Having two different size of damage dice is weird, too (though that has some fans). Mostly this got a damage buff so it doesn't underwhelm quite so hard, but also got a relatively-unique AoE scaling for upcast, to help distinguish it from fireball.

  • Buffed Damage
  • Added AHL AoE scaling

Infestation

Replaced With: Stinging Insects

The original isn't terrible, just a little underwhelming. Strong save, weak damage, and random movement is fiddly to adjudicate and hard to use.

  • Buffed damage from 1d6 poison to 2d4 poison/piercing
  • Made movement non-random

Legend Lore

Replaced With: Unearth Legend

The original spell here was very limited, and very annoying for a DM. Unless you know in advance your players are planning to cast LL, you'll just sound dopey trying to improvise a poem or riddle on the spot.

  • No longer requires target to be "of legendary importance"
  • Allows ritual casting
  • Returns information slowly over a week, which probably gives the DM enough time to push the big reveal to next week's session and write a poem for it

Life Transference

Replaced With: Siphon Life The original's quite niche, and consequently very rarely taken. It's very difficult to use unless your wizard has a reliable way to recover the health, and logically, it's not clear why the caster's health is worth twice as much for somebody else.

  • Removed 2x healing for 1x damage (never made sense)
  • Target other creatures except constructs or undead

Polymorph

Replaced With: Animal Transformation

Polymorph was just pretty obviously too strong. Polymorphing allies into Giant Apes was extremely disruptive, and if the enemy couldn't break your concentration, just produced a giant wall of meat to chop through.

  • Changed save from Wis to Cha (buff)
  • Allow a save every turn to recover from baleful polymorph (nerf)
  • Capped CR at spell level or character level, whichever's lower (big nerf)

Storm Sphere

Replaced With: Stormcloud

Storm Sphere's a spell that's fine, but it's a hybrid spell (in this case, AoE & ongoing-single-target). Most hybrid spells suffer because they're a little crap at both individual functions, so you generally decide what you want to do more and pick a more-focused spell for that. This primarily got a damage buff, but then also got some (beautifully thematic if I say so myself) mechanical changes to help distinguish itself from its main competitor, Sickening Radiance.

  • Added ability to move the sphere
  • Took away the initial damage; replaced it with lightning damage for the bolt's target and thunder damage for folks in the sphere.
  • Added deafened condition because it really should have it.

Thunderclap

Replaced With: Thunder Burst

Fairly weak damage for what it was, but mostly this one's a language cleanup and making it more consistent with other spells.

  • Language update and range now self, 5 foot radius like sword burst (corrects silly questions, there's a reason TCoE updated SCAG)
  • Damage increase
  • Niche rider: deafened until the end of its next turn

Tiny Hut

Replaced With: Arcane Shelter

Broadly, Tiny Hut works fine for guaranteeing a safe rest, but is too tempting for parties to try and set up cheesy fights where it gets used as invincible cover. So the changes attempt to preserve its role while making it much harder to use in combat.

  • Fails if there's not enough space (so you can't block a passageway)
  • Changed from evocation to abjuration
  • 10 minute cast time instead of 1m (reduces cheese)
  • Projectiles can't pass through (no archers sitting inside)
  • Moving through costs 25' (no darting out, attacking, darting back in)
  • Made it fully translucent instead of one-way visible (so you're sacrificing good information about what's happening outside)
  • Doesn't forbid Large creatures (large PC rules will happen at some point)

Sword Burst

Replaced With: Blade Burst

Very small change here - there's no good reason for the spell to do force damage. It's literally swords.

  • Changed damage type from force to piercing. that's it.