These spells NEED some work

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#dnd #dungeonsanddragons #onednd
3rd level spells in Dungeons and Dragons are among the most beloved and for good reason, there's some amazing spells in that tier. In this video, we explore the worst designed 3rd level spells and see what can be done.
The new conjure spells in One D&D are actually incredible!
• The new Conjure spells...
These types of spells are hurting Dungeons and Dragons:
• These types of spells ...
0:00 Intro
3:28 Conjure Animals
5:53 Flame Arrows
8:09 Hypnotic Pattern
10:32 Fear
10:48 Catnap
12:29 Protection from Energy
14:11 Leomund's Tiny Hut
16:16 Create Food and Water
17:04 Remove Curse

Пікірлер: 121

  • @InsightCheck
    @InsightCheck2 ай бұрын

    Join my Discord! discord.gg/HShGrS79a7 NOTE: Yes, Absorb Elements was described incorrectly. I shouldn't make last minute edits to my script. My wording is poor regarding the "melee attacks" and it does not trigger on all damage types.

  • @peterrasmussen4428
    @peterrasmussen44282 ай бұрын

    Instead of remove curse, have identify curse, which gives you the steps needed to get rid of the curse. Eg. the witch curses your dwarf, and turns you into a frog, the cleric casts identify curse, and you learn you need the kiss of a princess to return to normal. Everybody turns to look at the elven ranger, who is a run-away princess and hates your guts.

  • @InsightCheck

    @InsightCheck

    2 ай бұрын

    Honestly, I kind of love the flavour of this concept.

  • @muddlewait8844

    @muddlewait8844

    2 ай бұрын

    This is a GREAT idea! I’m stealing it.

  • @MethosJK9

    @MethosJK9

    2 ай бұрын

    How about just giving Identify an upcasting ability that at 3rd level removes the Ritual tag but tells you everything you need to know to remove the curse?

  • @Ahglock

    @Ahglock

    2 ай бұрын

    I'm not opposed to this but I think 5e has made a clear choice that long term negative effects are supposed to be easy to remove up to and including death. It would be kind of weird to say well except curses.

  • @abcrasshadow9341

    @abcrasshadow9341

    2 ай бұрын

    ​@@MethosJK9identify should not solve this problem. This is along the line of stop taking away power from the cleric and giving it to the wizard. Wizards does not need this, and curses are more closely related to Clerics within the realm of dnd.

  • @apjapki
    @apjapki2 ай бұрын

    Remove curse should just be reskinned as "remove lesser curse." It's pretty obvious what kind of curses it should work with and which it shouldn't, generally ones associated with low level spells and abilities and lower level magic items and not curses of lycanthropy or core plot elements.

  • @InsightCheck

    @InsightCheck

    2 ай бұрын

    This is definitely a reasonable idea as well!

  • @simonburling3762

    @simonburling3762

    2 ай бұрын

    I treat Remove Curse the same as Dispel Magic or Counterspell.

  • @simonburling3762

    @simonburling3762

    2 ай бұрын

    Also curses need to have levels assigned, lycanthropy should be a 9th level curse. Magic Items should be based on rarity. Uncommon should be level 3, Rare level 5, Very Rare level 7, Legendary level 9 and Artifacts level 10+.

  • @MethosJK9

    @MethosJK9

    2 ай бұрын

    ​@@simonburling3762I also like the idea of adding some specific material component needed in order to break the curse, which obtaining it could be a quest on its own.

  • @JediNiyte

    @JediNiyte

    2 ай бұрын

    I like that idea. If I had my way, though, I'd make it a 7th level spell. It feels like the Regenerate spell to me. Something that should be available, just not at low levels.

  • @imakuniaw
    @imakuniaw2 ай бұрын

    The whole curse mechanics need an overhaul, not just the spell itself. Something among the lines of "the curse level is equal to half the creature's CR, and the DM can use these rules to make special rituals that increase that level" or something would go a long way into allowing Remove Curse to have more nuance, say, "if you see the curse being applied you can use the spell to remove it withing the next hour, otherwise you need to spend a costly component in accordance to the curse power."

  • @Klaital1
    @Klaital12 ай бұрын

    It's not quite true that nothing can disrupt Tiny Hut, it can be dispelled still.

  • @taragnor

    @taragnor

    2 ай бұрын

    True. But very few monsters in the monster manual actually have the capacity for dispelling, so it feels invulnerable unless you specifically planned for it as a DM or happened to include a dispelling creature. In 3rd edition tons of stuff could cast dispel, but now it's a small handful of creatures and NPC casters.

  • @marcweinkauf4727
    @marcweinkauf47272 ай бұрын

    For remove curse just add a "material" component: 'a specific ritual, action or object specific to the curse. So you would need to know what is needed to break the curse and have the required components, and you would need the spell to actually break the curse.

  • @2099Spartan
    @2099Spartan2 ай бұрын

    Conjuror animals: summon cows, awesome damage

  • @InsightCheck

    @InsightCheck

    2 ай бұрын

    Hahaha sounds amazing.

  • @2099Spartan

    @2099Spartan

    2 ай бұрын

    Or if you summon giant owls, each one can lift 150 lb. Which means if you have enemies that are 150 lb or less, the owls can grab them, take them up in the sky and drop them. Very nice damage.

  • @Battleguild

    @Battleguild

    2 ай бұрын

    Sounds like murder.

  • @bukharagunboat8466

    @bukharagunboat8466

    2 ай бұрын

    We used to do that in 1E - Conjure the animal in midair for maximum effect. The 1E spell was 6th Level, and available primarily to Clerics.

  • @DaDunge
    @DaDunge2 ай бұрын

    7:30 This is my fix for flame arrows increased duration to 24 hours non concentraiton. "You touch a quiver, or similar item meant for storing ammunition for a ranged weapon. When a target is hit by a ranged weapon attack using a piece of ammunition drawn from the quiver, the target takes an extra 2d6 fire damage. ***At Higher Levels.*** When you cast this spell using a spell slot of 4th level or higher, the duration of this spell increases by 8 hours for each slot level above 3rd. If this spell is maintained upon an object continuously for a year the effect becomes permanent." I may have over done it. the 2d6 may be too much. but the thing is, its a spel that is either going to be used by late tier 2 or tier 3+ ranger or artificer, at that point 1d6 fire damage is really bad, or its going to be used by a fullcaster to buff an ally and yes it is a lot of damage for a 3rd level spell at 5th level but I like rewarding people for working together.

  • @armorclasshero2103
    @armorclasshero21032 ай бұрын

    Food and water is the HP of the exploration system. Getting rid of it completely guts the exploration pillar.

  • @aaronwhite1882
    @aaronwhite18822 ай бұрын

    I'm not going to pretend Catnap is good, but I actually used Catnap quite a bit with my Artificer. We had a party with a few Warlocks and a Barbarian that would carry them around outside of combat. It helped out in dungeon scenarios in time crunches. I mean I did have access to Rope Trick, but I was playing a "mundane" Artificer and flavored my spells as such. Plus the thought of smacking my allies in the head with my hammer to cast Catnap was too tempting to pass up.

  • @InsightCheck

    @InsightCheck

    2 ай бұрын

    Hahaha absolutely love the visual of just slamming your party in the head to grab a quick rest!

  • @aaronwhite1882

    @aaronwhite1882

    2 ай бұрын

    @@InsightCheck That hammer came in handy. I would also use it to cast Cure Wounds on allies. Say they got hit in the arm, I'd smack them in the leg with the hammer, then they wouldn't notice their arm hurting as much.

  • @choczynski

    @choczynski

    2 ай бұрын

    Cat nap was better in earlier editions when it was just called nap. It allowed you to gain all the beneficial effects of 8 hours of rest from a 20-minute nap.

  • @qwell1170

    @qwell1170

    2 ай бұрын

    I was also going to take this spell, just because, but I’m in a party of mostly elves, so that kinda destroyed the spell.

  • @jacoboverstreet8553
    @jacoboverstreet85532 ай бұрын

    Tiny hut should also have the ritual tag removed from it so that the choice the caster must make is whether they keep that spell slot for a safe rest or spend it to end a combat fast imo.

  • @InsightCheck

    @InsightCheck

    2 ай бұрын

    I do actually also agree with this. I don't feel like it should be a ritual.

  • @abcrasshadow9341

    @abcrasshadow9341

    2 ай бұрын

    Tiny hut, should not be a dome of force that can't be passed through or destroyed I am much more in favour of "it takes the form of terrain in the area that you cast it in", and yes it shouldn't have the ritual tag.

  • @Ahglock
    @Ahglock2 ай бұрын

    On the trap spells I'd like to think with D&D beyond someone at WOTC can run a query and come up with a list of spells no one or virtually no one puts in their spell books and never prepares. And then take another look at those spells. On the flip side the spells everyone learns/prepares probably also need a look. Especially if they keep preparing it many levels later.

  • @SuperSorcerer
    @SuperSorcerer2 ай бұрын

    ב"ה Catnap is really usefull in just about any time you have time restriction. In some tables, time restriction is pretty common (the kidnapped children are sacrificed at midnight so you have 3 hours, and similar things). In tables where usually there is no time restriction it is not as usefull, but in the tables where time limit is common (like in my campaign) it is a really good spell.

  • @InsightCheck

    @InsightCheck

    2 ай бұрын

    It does have some niche applicability for sure and that's not necessarily a bad thing either. It's more that it's unlikely that you'll be able to hit your entire party with it and it makes you unconscious.

  • @SuperSorcerer

    @SuperSorcerer

    2 ай бұрын

    @@InsightCheck Well, you also don't nessecarily want all of the party to go unconsious, some of them should guard. It is for the fighter, the warlock and maybe a third one that need it. It is like replacing one third level slot for two (or more) pact slots of higher level for the warlock, in addition to an action surge, some maneuver dice and second wind for the fighter. It is usually a very good deal.

  • @Schadenfreude90
    @Schadenfreude902 ай бұрын

    As a heads up, I think you made two false claims about Absorb Elements. “Limited to melee attacks” - it sounds like you’re saying this only works if taking melee damage, but the melee stipulation is about the damage you can do afterward, which is a really minor part of the benefit of the spell. But more importantly you claimed it applied to all damage types, which it doesn’t. The image you showed even says “acid, cold, fire lightning, or thunder” in the explanation of when you can take that reaction

  • @InsightCheck

    @InsightCheck

    2 ай бұрын

    Hey thanks for catching that :). The first one was more poor wording on my part. The second was just a derp. I kind of added that section in at the end and didn't write it up correctly, obviously haha. Thanks for bringing it up!

  • @Schadenfreude90

    @Schadenfreude90

    2 ай бұрын

    @@InsightCheckof course! Should have said initially but this is great stuff! Helps contextualize why I feel weird about some of these spells. I’ve wondered for a while if there was something great about spells like Protection from Energy that I was just missing. And on Tiny Hut, I think the weirdest part for me is it feels like it should be reflavored as a ranger exclusive third level spell - maybe like Magical Campsite or something. Rangers don’t inherently get rituals and are the survival experts, so feels like it wouldn’t be crazy for a 9th level character to be able to make long rests safe, but for a 5th level wizard, it is absolutely crazy

  • @ArcEngineer
    @ArcEngineer2 ай бұрын

    I think Fireball does fall into this catagory as an answer spell because of the damage, range, and radius. It trivializes encounters with large number of weak opponents, such as goblins, before they can even get in range or everything in a room since they can't spread out. A standard goblin will be killed instantly if they fail a save against the minimum damage or succeed against average damage which violates the designers idea that weaker enemies will continue to be a threat to high level parties just in greater number.

  • @Pharoom
    @Pharoom2 ай бұрын

    According to sage advice, when you cast conjure animals, you only get to pick which of the four options you use. The DM actually chooses what beasts appear. If people followed this, then the spell wouldn't be as much trouble. It doesn't fix the slowing down of the game, but it does mean that there is less incentive to cast the spell. And the DM doesn't need to have that many stat blocks prepared.

  • @InsightCheck

    @InsightCheck

    2 ай бұрын

    They say it’s the intention but not really that it’s a rule. But yeah, it definitely does address part of the issue for sure!

  • @Cryodrake
    @Cryodrake2 ай бұрын

    5:23 Nice shout out to pact tactics I love it.

  • @umbreeunix
    @umbreeunix2 ай бұрын

    As a bard who took out HALF a battlefield with one cast of hypnotic pattern.... yeah this spell is busted at 3rd level. As long as there's no charm immunities this can just CRIPPLE the enemies in combat.

  • @unknowncomic4107
    @unknowncomic41072 ай бұрын

    Hypnotic Pattern is like getting Jedi Mind-Fooked. Using it against a group of low-wisdom creatures is almost a guaranteed win. Also, in my campaign the Tiny Hut DOES NOT have a floor and diseases/curses have tiers of potency so that higher tier diseases/curses will require more than just a Lesser Restoration/Remove Curse to cure the inflicted character.

  • @InsightCheck

    @InsightCheck

    2 ай бұрын

    Haha yeah pretty much. Any reasonably high DC can even wreck some solid Wisdom scores too!

  • @mjdunn01
    @mjdunn012 ай бұрын

    +1 to the idea of a video on curses in 5e. Bonus points if you can also include lycanthropy which, while a bit unique, is also a poster-child for getting cursed and also has been a bit neutered in 5e. Right now "remove curse" a 3rd level spell gets rid of it; and the rules allowing some player control can actually make it seem like a boon not a curse. Prior editions especially Ravenloft had some much more interesting takes on curses and the challenge to get rid of them and making it a whole story beat - especially lycanthropy. Van Richten's Guide's loup garou werewolf kinda does that a bit with its suped-up version of lycanthropy. P.S. great channel, I subscribed back whe you were around the 1000 mark, great to see your growth!

  • @Cosmic_K13
    @Cosmic_K132 ай бұрын

    You could fix catnap by making it give its affect in 1 turn and by removing the once per long rest tag. You are trading a potential fireball to bring a warlock, fighter, or monk back to full power. Whats the problem?

  • @End3r97

    @End3r97

    2 ай бұрын

    Primary issue would be a Warlock multiclass that can get that 3rd level slot (or higher) and more back near instantly.

  • @Cosmic_K13

    @Cosmic_K13

    2 ай бұрын

    @@End3r97 Ok, lets theory craft. Warlocks cap out at 5th lvl slots. Theoretically you would need to be a 10th lvl character, minimum 5 levels in bard and warlock, to infinitely recycle 3rd level slots. You could throw in a few levels of sorc to stack up on sorcery points. By this point, you have invested 13 levels in multiple classes to have ammo efficiency. This is a good trade off for not hitting lvl 6+ spells. Assuming you spend your 2nd warlock slot to catnap, you can have a character that fireballs every other turn forever. It's possible this is too strong. Perhaps keep the incapacitated part for the turn you cast it, that way it fails if you are hit, and you are punished for trying to "reload" without cover.

  • @DaDunge
    @DaDunge2 ай бұрын

    12:30 My solution for proteciton from energy, raise range to thirty feet and remove cocnentraiton. "Chose three willing creature in range, for the duration they have resistance to one damage type of your choice: acid, cold, fire, lightning, or thunder. ***At Higher Levels.*** When you cast this spell using a spell slot of 4th level or higher, you get to chose an additional target for each slot level above the third." Maybe it should stay concentraiton now but I don't really think defensive buffs are that powerful.

  • @MrSDegnan
    @MrSDegnan2 ай бұрын

    Fear is not quite as egregious as Hypnotic Pattern, in that the affected creature(s) can move, and if they (or the caster) move in such a way that line of sight is broken, that's when a new save can happen. Tiny Hut: "... there's nothing stopping you from ... preparing to launch an assault..."; and there's nothing stopping the creatures outside from preparing as well.

  • @darcyw156
    @darcyw1562 ай бұрын

    Great video. I hope this helps getting the video to more people. Curses should be way better, but remove curse is way too potent. Thanks!

  • @InsightCheck

    @InsightCheck

    2 ай бұрын

    Thank you, I appreciate the support :) Yeah, I would love to see more done with curses in the future to really explore that space. It feels like there's a lot on the table for them!

  • @The_Crimson_Witch

    @The_Crimson_Witch

    2 ай бұрын

    Van Richten's already has a great secrion addressing this. "This section provides guidance for creating dramatic curses, either distinct from or as part of curses resulting from magic, monsters’ actions, or other effects. These curses provide ominously poetic responses to fateful choices and afflictions that last until they’re alleviated by specific remedies. Spells at the characters’ disposal might relieve these curses’ effects temporarily but can’t lift them completely. The price must be paid."

  • @InsightCheck

    @InsightCheck

    2 ай бұрын

    That's a great point. Been a while since of gone through VGtR. It's something I would love to see included in the core books for 2024. It feels like a core game mechanic that shouldn't be in a supplemental book!

  • @The_Crimson_Witch

    @The_Crimson_Witch

    2 ай бұрын

    @@InsightCheck I'm not sure I agree. I think that having curses that require great effort to break rather than intensive magic is a feature of darker, horror adjacent fiction and so belongs in the horror source book.

  • @InsightCheck

    @InsightCheck

    2 ай бұрын

    @The_Crimson_Witch sorry, I was unclear. I would like to see it in the DMG at the very least. Still a core book.

  • @DndUnoptimized
    @DndUnoptimized2 ай бұрын

    Awesome video. For hypnotic pattern, maybe having shaking something awake be a bonus action like it is in BG3 might be a good option too, it really reduces the power, maybe too much though... I fully agree about remove curse. I've had so many dilemmas about curses due to this spell. In COS I ended up having it suppress the lycanthropy for an evening instead of removing it, and needed a bigger quest to remove. It seemed to work in some regards, but probably not applicable broadly.

  • @InsightCheck

    @InsightCheck

    2 ай бұрын

    Yeah I think that's kind of the thing for Remove Curse. You can have some individualized ideas but it's not broadly applicable. The inverse problem (the one that it has) is also true where the broadly applicable solution feels kinda lame haha.

  • @MethosJK9

    @MethosJK9

    2 ай бұрын

    ​@@InsightCheckI like the idea of curses having levels and treating Remove Curse like Dispel Magic but always requiring an ability check plus a material component that's specific to the curse, e.g. a lock of hair from a hag, or a lycanthrope's claw, etc.

  • @chaddeshaw5068
    @chaddeshaw50682 ай бұрын

    As a gm, hypnotic pattern has ruined more than one planned encounter. It is an amazing 3rd level spell and as a player I would ALWAYS take it over fireball

  • @DragonKingZero
    @DragonKingZero2 ай бұрын

    One fix for Remove Curse I've considered is the introduction of "curse spirits" - spectral manifestations of the curses that inhabit the object or person that's been cursed. Remove Curse does what the name says: it _removes_ curses. Not _destroys_ them, _removes_ them.

  • @zixserro1
    @zixserro12 ай бұрын

    The only fix I can think of for Remove Curse is to break it, and also curses, into categories, like fiendish curses, fey curses, devilish curses, etc, and have a separate spell for each type of curse, and only make the spell able to remove a single curse effect once per day, or even have it so that the caster can only remove a single curse from a specific target ever, and for more curses to be removed, they'd need to get assistance from other casters. For cursed objects, make it so the attunement to the object is removed, but if the character continues using the cursed item, they have to make saves against it each time they use it, and failure puts the curse back on them in a way that it can't be removed for a certain period of time. Or, if they wanted to get even crazier, and I doubt they'd ever do it, WotC could make a list of curses and steps for removing the curses that must be performed before you can even cast the spell, making it more troublesome to do than simply casting a third-level spell.

  • @joshl4751
    @joshl47512 ай бұрын

    Catnap has an interesting use if you use alternative rest rules (which are basically mandatory if you're trying to actually do 8 encounters in a day as suggested by the DMG). I've seen good use of protection from energy where you have NPC casters as they can cast it on party members and not have to be part of the battle due to the long duration.

  • @snazzyfeathers
    @snazzyfeathers2 ай бұрын

    The biggest problem for Flame Arrows is that it doesn't specify if the fire ignites anything not worn or carried. While it was really funny at the time, I've had a DM rule that it ignited the quiver itself and because the arrows were made of wood primarily...well you can guess what happened next. If it were a bonus action, you could choose which elemental damage it does, and it added a little more damage I could see taking it if it had still had concentration

  • @LyleAshbaugh
    @LyleAshbaugh16 күн бұрын

    Good video. You have a great delivery and pleasant voice. Easy to listen to for longer periods than many others. I subscribed.

  • @prosamis
    @prosamis2 ай бұрын

    For curses, I'd take heavy inspiration from Re:zero and how it deals with curses Curses are difficult to apply, often requiring touch/a bite/ etc, and even then they're fairly harmless while dormant But once activated, curses quickly become more and more complex to remove that even some of the greatest spellcasters can't wrap their head around unravelling the curse. The curse then becomes a ticking time bomb, or a debilitating effect that can only be undone by either doing something specific to the curse that undoes it Or severing the connection between you and the one who cursed you, usually by killing them So I'd make it so that remove curse can remove dormant curses (which you'd only know about if you proactively identify them), but after activation it would require a check much like dispel magic and counterspell The dc for that check ramps up the more time the curse remains activated up to a cap.

  • @Eisenbrei
    @Eisenbrei2 ай бұрын

    Tiny hut can be dispelled.

  • @isaachope714
    @isaachope7142 ай бұрын

    If you want remove curse to not affect a curse, just the specific vs general rule make this easy. The curse itself would have protections against the spell.

  • @bradprutzman4460
    @bradprutzman44602 ай бұрын

    I actually really like catnap both as a player and a GM. As an adventuerer's league player many modules (especially epics) will not allow for any activity that takes longer than 10 minutes. Or sometimes it will allow only one such activity. But 10 minute spells are often allowed, which makes a catnap completely plausible. As a GM in my home game I will often roll for a chance of a random encounter every time the party tries to rest. The chance of that encounter scales up by the amount of time they rest and the inherent danger of the environment. Catnap therefore allows a significantly higher chance to succeed in their short rest in a dangerous area than a 1‐hour rest would. This works especially well if rope trick is forbidden from the homebrew game.

  • @nicolasv6031
    @nicolasv60312 ай бұрын

    For Remove Curse, maybe add a Wisdom saving throw or Arcana/Religion check, depending on the course's nature, with an appropriate DC set by the DM, or an example chart listing different DCs based on monster CR or item rarity. If you beat the DC, you can remove the curse; if you don't, you take some force damage due to the backlash, but learn details regarding the curse (who made it, what does it do, how to end it, etc)

  • @gystes_
    @gystes_2 ай бұрын

    Given how a lot of curses can essentially force players to make new characters, I understand why they made remove curse the way they did. Though thats more on curse design.

  • @curtisosborn5164
    @curtisosborn51642 ай бұрын

    Remove curse is fine. As a player and a gm who loves cursed items, getting to actually remove a curse is always fun and having them slowly (or quickly) realize an item is cursed is super fun. Most of the others I agree but I believe all are acceptable as flavor spells that people want to have and I believe you should build a world and scenarios around the spells and items your party has.

  • @zhornlegacy7936
    @zhornlegacy79362 ай бұрын

    Curses, Poisons and Diseases (or just Conditions in general) should have levels, and require magic of that level to cure. now you can have curses/poisons/diseases that can be trivial for some adventurers to remove; and really difficult for others

  • @DaDunge
    @DaDunge2 ай бұрын

    18:00 It's a probklem with afflicitons in DnD in general. I was thinkign o tryign to play a Doc Holiday type character but the thing is that you cant be dying from a disease in DnD because greater restoraiton will sort it out. It doesn't become a die with your boots on situation but a get someone to cure you situauition which is not at all the same.

  • @RJWhitmore
    @RJWhitmore2 ай бұрын

    I disagree with your Fireball take: 1) Most (all?) spells that deal damage have a type. Most types have a number of creatures that are resistant or immune. Basically, this point would clear every damage spell that wasn't basically Force, Psychic, or Radiant. Resistance isn't even that bad if the damage is high in the first place. 2) Dex Saves are not generally the strongest Save creatures have - Con is. Strength is pretty much up there too for most. Probably the most relevant point about an aoe spell having a Dex Save is that packs of smaller creatures tend to be quite good at Dex Saves for their CR, but then they are also lower CR because there is many of them... and thats if those types are even chosen since you can just have a few slightly lower CR creatures that are good at Strength Saves or something. 3) The damage may not scale well but by goodness is it well overtuned at the level you get it. The devs even said so. Doing 28 damage PER creature, 14 on a Save or Resistance, at character level 5 is massive. It is good enough to be great at solo nuking at this level, nevermind aoe. Yeah, it doesn't scale well - but then you get other spells at those higher levels so... Here is only reason I need for why Fireball is a realllly bad spell for the game: it competes with martials on damage. You know, the one thing they get to shine in. Honestly, I would rather get rid of all damage spells than any other spell type for this reason alone.

  • @norandomnumbers
    @norandomnumbers2 ай бұрын

    Flame Arrows is like Hunter's Mark, except you can precast it without needing a target and it doesn't consume you bonus action every other turn or so. I don't see how that could be worth 2 whole spell levels above Hunter's Mark.

  • @CrashCraftLabs
    @CrashCraftLabs2 ай бұрын

    fire arrow is a support spell, you toss it out to your archers to boost them a lil, they shouldnt be missing if they are archers, it does work better as a charge on an item then using spell slots ill agree haha hyspnotic pattern is designed like sleep, its for groups of low CR monsters only. many spells are like that, they are more for tactics then power creep

  • @marcgregory3290
    @marcgregory3290Ай бұрын

    Catnip is useful if you use gritty realism (variant rest rules) from the DMG

  • @Mr_Maiq_The_Liar
    @Mr_Maiq_The_Liar2 ай бұрын

    If you're just, going up the levels, fourth might be an interesting talking point just because the spells are so consistently worse than third level spells, with a very very small amount of spells even worth getting. Fourth has a problem of being the least exciting spell level in the entire game by such a huge margin Unless you get polymorph

  • @Fatewing_
    @Fatewing_2 ай бұрын

    only two things that bothered me were 1. your thing about absorb elements (which you edited, so i won't go into detail) 2. and moon domain (since it should be circle of the moon ... although the tool tip on dnd beyond seems to be faulty). otherwise you pointed out spells which indeed are really frustrating or seem to be useless. especially Hypnotic Pattern and Tiny Hut can be really annoying for me as a DM since they can trivialize things that would be interesting for me and the players alike. i like your content, keep up the great work

  • @InsightCheck

    @InsightCheck

    2 ай бұрын

    Thank you! It’s also worth noting that the Moon Domain is actually from Tal’Dorei Reborn, the Critical Role book!

  • @aralornwolf3140
    @aralornwolf31402 ай бұрын

    I looked at the 1978 version of Remove Curse... it has the same effect, except with a qualifier "the cleric is usually able to remove a curse". That 'usually' is doing a lot of heavy lifting. Obviously, there is a section in the DMG about removal of curses. Pathfinder 2e has made "removal" spells a skill check. I think that would be a good way to go. Makes the "removal" spells useful, but a low level character can't remove the high level curses... except 5e's bounded accuracy system is so flawed, it might make it "automatic with more steps" making this "improvement" more annoying than actually useful. *Shakes Head* I still don't know why they designed the system so poorly. A difference of +4 between 1st level and 17th level (when it caps out) proficiency is so tiny that it's nearly negligible compared to other modifiers. Especially the other modifiers which ad a die roll to the results... a +1d12 inspiration roll anyone?

  • @qwerty098cool1
    @qwerty098cool12 ай бұрын

    Maybe increase the spell slot cost of remove curse so curses are only trivial for high level characters?

  • @paddlesawtactic9788
    @paddlesawtactic97882 ай бұрын

    The most terrified my players have ever been was after attempting to rest in Leomund’s Tiny Hit, when the vampire that was tracking one of the PC’s cast Dispel Magic on it. They didn’t think they needed anyone on guard duty because, you know… Tiny Hut. I put the fear of God in them that night. Is that possible Rules as Written? I don’t know. Technically the target of Leomunds Tiny Hut is Self, so I suppose not, since you are inside the hut and thus can’t be targeted. So yes, the spell needs to be fixed. I’m just my glad my group didn’t try to argue with me that you can’t Dispel Tiny Hut.

  • @Maximilian_Romus

    @Maximilian_Romus

    2 ай бұрын

    It's a spell so it can be dispelled

  • @Mr_Maiq_The_Liar
    @Mr_Maiq_The_Liar2 ай бұрын

    Flame arrow wouldn't be that bad if huntersmark didn't take concentration. Assuming you could cast it before combat, 12d6 total damage over a combat over concentration without costing any action ecconomy in that combat is actually not a bad bonus for a gish. But once initiative is rolled Suddenly there's a lot of short duration concentration spells Is better worth the action like haste or flaming sphere

  • @avengingblowfish9653
    @avengingblowfish96532 ай бұрын

    Pathfinder 2E fixes a lot of the problematic spells from 5E. For example, Tiny Hut only provides shelter against weather. It's not a forcefield that keeps out monsters. I also wanted to mention that Fireball isn't as problematic as other spells, but I don't like how it's both the highest AoE damage spell AND the highest single target spell for its level. Fireball should really do closer to 6d6 damage. In general, I wish that spells scaled better so that a 3rd level Chromatic Orb was actually on par with other 3rd level spells. If a 3rd level fireball does 6d6 AoE damage, a Chromatic Orb should probably scale by 2d8 per level so that a 3rd level Orb does 7d8 single target damage or something. I would do it in my home game if casters weren't already so much stronger than martials...

  • @Klaital1
    @Klaital12 ай бұрын

    Absorb Elements is not limited to melee attacks, only the part about buffing your damage is for melee attacks, and nobody really cares about that part of the spell anyways, it gives you resistance to the damage no matter what kind of source it is from.

  • @InsightCheck

    @InsightCheck

    2 ай бұрын

    This was addressed in a comment already, I’ll pin a note about it :)

  • @armorclasshero2103
    @armorclasshero21032 ай бұрын

    I've always liked delayed blast fireball better than normal fireball. I find normal fireball extremely terribly boring.

  • @badmojo0777
    @badmojo07772 ай бұрын

    you can solve most of these HUGE PROBLEMS with one simple thing... a GOOD DM.

  • @InsightCheck

    @InsightCheck

    2 ай бұрын

    This completely sidesteps the entire discussion and is beside the point. Every potential issue can be solved by “a good DM” but that’s not really helpful in the broad sense. The point of this video, and all of mine for that matter, is to interpret the design of the text provided and the implications it has.

  • @Erik-um1zn
    @Erik-um1zn2 ай бұрын

    Good video. Many people like to point out fireball as 'overpowered' for third level by pointing to the spell design rules in the DMG and saying it does more than suggested for a AOE spell at third level (not poorly designed by any means). I disagree that it is really all that overpowered even if it is must pick for many games. I would say that both Bestow Curse and Remove Curse are badly designed though for different reasons. Rather than eliminating a whole category of play, Bestow Curse is the only touch spell that does not require a melee spell attack, and the options to choose from are probably not worth the spell slot cost as well as some of them not really fitting with the theme of the spell. For example, the option to give the target have disadvantage on attacks against you, or have you do extra damage against the target feels more like a self buff than a curse on the target. Also the scaling for Bestow Curse, while kind of cool on one hand, is really unique among spells in the game: it should be standardized across spells more. Protection From Energy would be somewhat better if you could upcast it to cover more people, though it is really undermined by Absorb Elements (only the damage you can reflect from the attack is limited to melee attacks, not the incoming damage). Create Food & Water is debatable. At some point, Magic should be able to trivialize the need for Food and Water; for a cost. The debate is: what level of a spell should trivialize this? I don't think anyone would complain about Wish doing so, but I could be wrong. I get that the first level Goodberry is problematic, but at third level you've kind of left dippers and feat grabbers behind. And when first obtained, the cost of a third level slot is not trivial; by the time that cost is trivial, the game could be said to have left such concerns behind. That is unless you are running a pretty hard core Grim & Gritty survival game. But to each their own I guess.

  • @jibbyjackjoe
    @jibbyjackjoe2 ай бұрын

    Curses should have a DC. Removing the curse should attempt a check vs it. Roll a nat20 but that didn't remove it? Well that's some serious shit and we're gonna need a lot more power.

  • @dreamwanderer5791
    @dreamwanderer579112 күн бұрын

    "Getting food an water shouldn't be a problem for higher level parties." The fact people are treating level 5 as high level kills me. This of course ignoring Goodberry, at the high level of- *squints* -one. (Yeah I'm running ToA and I had a gentleman's agreement with my Cleric and Ranger to please just........not trivialize the start of the module? 5e has some serious "Answer" problems that give us solutions in the form of straight turning off gameplay instead of helping or giving an alternative.)

  • @scetchmonkey007
    @scetchmonkey0072 ай бұрын

    5E design team murdered conjure spells in both 5E and One DND. IN previous editions you could never summon 8 creatures with a summon spell, why change that? At best you got 1d4+1 of fairly weak creatures. So to fix that they scrapped summoning creatures from the MM entirely.... lazy and poor design choice, you can no longer summon a bear in One DND instead you can summon a Bear-like spirit. My fix for these spells is simple, 1,2 or 3 creatures based on the spell slot used. IE lv 3, 1 bear, 2 wolves or 3 venomous Snakes, Easy Peasy choices for players. I could also swap out any of these creatures for equivalent CR animals, which I do for underwater casting that has its own separate list of monsters. Upcasting does not get you more monsters just higher cr monsters. IE lv 6 gets you 1 Giant Snake, 2 Gorillas or 3 Lions.

  • @Xenibalt
    @Xenibalt2 ай бұрын

    remove disease is also too savage at a level 2 spell someone has cancer? aids? ebola? just snap your fingers

  • @ericpeterson8732
    @ericpeterson87322 ай бұрын

    I don't think you've taken into consideration the opportunity cost of removing or altering these spells. Remove curse, for example. Without this spell, characters could be cursed for lengthy parts of the adventure, they will avoid using magic items until an accredited expert can analyze those items. This means a lack of power in a game that's already stingy with magic items (compared to previous editions). As for Leomund's Tiny Hut, do you know why it's a ritual? So the casters who have it don't have to save a 3rd level spell to get a good night's rest. The opportunity cost is if this spell didn't exist, you would have many parties leaving the dungeon to go back to town to rest. That's what they did back in AD&D. I'm converting/mining old TSR modules for 5e adventures and I'm amazed by what the game expects players to do. Anyhoo, a tapestry or tablecloth could be used to cover the tiny hut, nullifying their advantage in the morning. Also, try getting to sleep with war drums being played outside your hut. Or banging pots and pans. You control the light but not the sounds inside. Imagine covering the hut with debris or dirt. Move Earth could be very useful for this purpose. Sorry about that, I started to think of ways to counter these spells. Hmm. If so many DMs weren't so quick to exploit any character weakness, there wouldn't be a need for these types of spells. I like flame arrows, if only for the reason that it gives you decent elemental damage on ranged attacks. And there's metamagic and scribes wizards to change that to something else. The real trap spell is elemental weapon. 3rd level PALADIN spell that grants an +1d4 elemental damage to every attack. Not only is it concentration and lasts for an hour but you can upcast it with a 5th or 6th level for +2, +2d4, and a 7th or 8th level spell for +3, +3d4. So what's the problem? Both a artificers and paladins, the only classes that can cast it are HALF casters. The highest level slot they get is 5th at the end of the game. Did they leave this off of the wizard spell list or is it designed for sorcadins? Or artiwizards? Good video. Keep in mind why such a spell might exist. We've had 7 iterations of the game so far and there is usually a reason for such things.

  • @armorclasshero2103

    @armorclasshero2103

    2 ай бұрын

    You mean when the game made more sense and wasn't a Marvel Avengers arcade side scroller?

  • @Gargoyle2004
    @Gargoyle20042 ай бұрын

    Wake me up when this man misses

  • @InsightCheck

    @InsightCheck

    2 ай бұрын

    Hahaha you’re too kind :)

  • @remarkablerocketlaunches2260
    @remarkablerocketlaunches22602 ай бұрын

    While I agree with your comments on such spells as Conjure Animals, it seemed like a waste of time to go over a spell that has already been re-worked and is already changed in the 2024 PB. You should have taken the time to spend on other spells such as suggestions for spells not already fixed.

  • @InsightCheck

    @InsightCheck

    2 ай бұрын

    You’re not wrong, I appreciate the feedback :) I felt it was worth doing since I just know it was a very discussed topic but you’re certainly not wrong!

  • @armorclasshero2103

    @armorclasshero2103

    2 ай бұрын

    Is that book released? No. Therefore, your argument is invalid.

  • @TwinSteel
    @TwinSteel2 ай бұрын

    🥳❤️👍🏿

  • @InsightCheck

    @InsightCheck

    2 ай бұрын

    Lol same to you :P

  • @TwinSteel

    @TwinSteel

    2 ай бұрын

    All hail the algorithm 🙌🏿

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