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5e Control Spells are Broken

🕑 Added 2025-09-09 12:00:20 +0000 UTC

Comments

Mike Mearls Games

Phantasmal Misdirection: I'm torn between scaling up targets or scaling up duration. As I think about it, maybe scaling up duration should also remove concentration from the spell. That feels like an attractive trade. Flame Cage: I thought about applying the damage if a creature makes a melee attack through the cube, but decided against it. The idea is that the caster can either play it safe by keeping an empty space between them and their targets, or they can get greedy and pack as many targets in. Ideally, in developing spells this would be a chance to do an A/B test, with flame cage having a some downsides and an alternate spell at the same level working differently.

DevarionArias

I like this concept. I always thought spells and abilities in D&D that shut down a creature or pc ability to do anything at all in a combat were annoying.

Moxx

First, I like that Phantasmal Misdirection starts at a duration of 1 round, with concentration. Most concentration spells last long periods, so once you use one, you're pretty much locked into that choice for the rest of the fight (and have to fight to not lose concentration). Having short duration concentration spells sounds like a nice improvement in that regard. (Different from the concentration spells ranger gets which are in direct conflict with its "main" concentration spell of Hunter's Mark.) Second, the end condition is a bit confusing. It appears to apply to all attacks made by a creature on a given turn (though not clearly stated as such). It ends if an attack hits. It's not clear if the attack that hits is one directed at the original protected target, or the potential re-directed target. Third, there's a thought about whether the upcast should be extra rounds of duration (and how does that interact with the end condition?), or extra targets (so that it can be affected by the new Twin Spell metamagic). With the above point about short duration concentration spells, I'd prefer multiple targets over multiple rounds. On the Flame Cage, there's the tactical positioning issue that comes with it. Since the cage is adjacent to the caster, if the caster is on one of the faces of the cage, that means 3 enemies can still attack him without crossing the boundary. Doesn't provide much limitation. If he's positioned at the corner of the cube, is there anything stopping any contained enemies from moving into the adjacent corner, attacking, then moving away to make room for another enemy, and repeat? It seems easy to abuse, and hard to make use of without abuse, which is contrary to how you'd want a spell designed.


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