Lots of spells were dramatically buffed in 5e's streamlining & simplification with nonsensical results for the spell level. hypnotic pattern is a good example when you compare the 5e version to older versions of that spell. Even going back to check the 2e version has the 5e one more powerful than either edition back when magic was super poweredWhile I could see the case for fireball being toned back down its not even close to the biggest spell abuse in the game. Something like hypnotic pattern is far more disruptive.
On the flip side, there are a number of garbage spells that could certainly use love, Mordenkainen's Sword being near the top...there's actually a lot of 6th+ level spells that just aren't worth the pay grade.
Hypnotic Pattern
(Illusion/Phantasm)
Range: 30 yds. Components: S, M
Duration: Special Casting Time: 2
Area of Effect: 30-ft. cube Saving Throw: Neg.
When this spell is cast, the wizard creates a weaving, twisting pat-
tern of subtle colors in the air. This pattern causes any creature look-
ing at it to become fascinated and stand gazing at it as long as the
spellcaster maintains the display, plus two rounds thereafter. The
spell can captivate a maximum of 24 levels, or Hit Dice, of creatures
(for example, 24 creatures with 1 Hit Die each, 12 with 2 Hit Dice,
etc.). All creatures affected must be within the area of effect, and
each is entitled to a saving throw vs. spell. A damage-inflicting attack
on an affected creature frees it from the spell immediately.
The wizard need not utter a sound, but he must gesture appropri-
ately while holding a glowing stick of incense or a crystal rod filled
with phosphorescent material.
(Illusion/Phantasm)
Range: 30 yds. Components: S, M
Duration: Special Casting Time: 2
Area of Effect: 30-ft. cube Saving Throw: Neg.
When this spell is cast, the wizard creates a weaving, twisting pat-
tern of subtle colors in the air. This pattern causes any creature look-
ing at it to become fascinated and stand gazing at it as long as the
spellcaster maintains the display, plus two rounds thereafter. The
spell can captivate a maximum of 24 levels, or Hit Dice, of creatures
(for example, 24 creatures with 1 Hit Die each, 12 with 2 Hit Dice,
etc.). All creatures affected must be within the area of effect, and
each is entitled to a saving throw vs. spell. A damage-inflicting attack
on an affected creature frees it from the spell immediately.
The wizard need not utter a sound, but he must gesture appropri-
ately while holding a glowing stick of incense or a crystal rod filled
with phosphorescent material.
Hypnotic Pattern
Illusion (Pattern) [Mind-Affecting]
Level: | Brd 2, Sor/Wiz 2 |
---|---|
Components: | V (Brd only), S, M; see text |
Casting Time: | 1 standard action |
Range: | Medium (100 ft. + 10 ft./level) |
Effect: | Colorful lights in a 10-ft.-radius spread |
Duration: | Concentration + 2 rounds |
Saving Throw: | Will negates |
Spell Resistance: | Yes |
A wizard or sorcerer need not utter a sound to cast this spell, but a bard must sing, play music, or recite a rhyme as a verbal component.
Material Component
LEVEL
3rd
CASTING TIME
1 Action
RANGE/AREA
120 ft (30 ft )
COMPONENTS
S, M *
DURATION
Concentration 1 Minute
SCHOOL
Illusion
ATTACK/SAVE
WIS Save
DAMAGE/EFFECT
Charmed
You create a twisting pattern of colors that weaves through the air inside a 30-foot cube within range. The pattern appears for a moment and vanishes. Each creature in the area who sees the pattern must make a Wisdom saving throw. On a failed save, the creature becomes charmed for the duration. While charmed by this spell, the creature is incapacitated and has a speed of 0.
The spell ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor.
3rd
CASTING TIME
1 Action
RANGE/AREA
120 ft (30 ft )
COMPONENTS
S, M *
DURATION
Concentration 1 Minute
SCHOOL
Illusion
ATTACK/SAVE
WIS Save
DAMAGE/EFFECT
Charmed
You create a twisting pattern of colors that weaves through the air inside a 30-foot cube within range. The pattern appears for a moment and vanishes. Each creature in the area who sees the pattern must make a Wisdom saving throw. On a failed save, the creature becomes charmed for the duration. While charmed by this spell, the creature is incapacitated and has a speed of 0.
The spell ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor.
Bizarrely the 5e version dramatically bumps the AoE size over 3.5 & bumps both aoe as well as range over 2e yet removes the hit dice limit from both all while removing the hurdle of being SR:yes from 3.5.