I'm sorry, what do you think "Spells and other magical effects can't … be cast through it" means? Extend through, is obvious, you can't cast a spell w/in or outside the dome, and have it's area extend through the dome, however it's normally calculated. Cast through also seems quite obvious: you can't cast a spell from inside at a target outside, nor vice versa. You could always step out of the dome, cast, and step back, more or less with impunity, due to the way move, Ready and reactions work in 5e, but you can't cast through it."...how many point/creature you can see cantrips are there?"
This. Ultimately, this is a cooperative storytelling game and everyone is trying to have a good time...the DM included. If a particular spell is damaging your fun or the fun of any other person at the table, you need to talk about it. It doesn't have to be a game-ending, character-changing event.I am against removing/stealth-nerfing spells during the game. The player who chose to play a wizard expecting to have some choices open to him, spending potentially some resource to learn the spell, and them having the GM deciding that talisman against banishment are the new fad and everyone has them. If I wanted to ban a spell (for balance or story reason), I'd do it openly and before the start of the game. Or plan the campaign to end before they reach the dreaded level.
Ultimately, this is a cooperative storytelling game and everyone is trying to have a good time...the DM included. If a particular spell is damaging your fun or the fun of any other person at the table, you need to talk about it. It doesn't have to be a game-ending, character-changing event.
Sounds like a rules-lawyery nitpick where that poster is trying to say cantrips aren't spells.I'm sorry, what do you think "Spells and other magical effects can't … be cast through it" means?
Yeah, somewhere along the line between 1e and 5e the "Hut" became a lot more powerful. It's easy to nerf, however, by simply ruling that anything alive, undead, or thrown or cast by such can move through it in either direction; that way all the spell does is provide a climate-controlled shelter that the whole party can fit in and can see out of - which is still a big improvement over being scattered among several tents.Mind, that's a feeble defense of one small aspect of a still utterly whacked spell description.
The fact that a GM even needs to say such an absurdly obvious thing testifies at just how munchkiny the spell itself is. An impenetrable giant dome of force that protected the party from the unknown horrors that stumble across & start lurking on the other side in ambush over the next 8 hours might be better balanced since it would shift the bar for "are we safe to rest here" from "someone will keep watch & we can ready ourselves to kill it or evac through some means if an army stumbles in all at once" to "I..... donnnt think so"I'm sorry, what do you think "Spells and other magical effects can't … be cast through it" means? Extend through, is obvious, you can't cast a spell w/in or outside the dome, and have it's area extend through the dome, however it's normally calculated. Cast through also seems quite obvious: you can't cast a spell from inside at a target outside, nor vice versa. You could always step out of the dome, cast, and step back, more or less with impunity, due to the way move, Ready and reactions work in 5e, but you can't cast through it.
Mind, that's a feeble defense of one small aspect of a still utterly whacked spell description.
Level: | Brd 3, Sor/Wiz 3 |
---|---|
Components: | V, S, M |
Casting Time: | 1 standard action |
Range: | 20 ft. |
Effect: | 20-ft.-radius sphere centered on your location |
Duration: | 2 hours/level (D) |
Saving Throw: | None |
Spell Resistance: | No |
I've seen a few ways to nerf this spell in the last couple of years. Some of my favorites:Yeah, somewhere along the line between 1e and 5e the "Hut" became a lot more powerful. It's easy to nerf, however, by simply ruling that anything alive, undead, or thrown or cast by such can move through it in either direction; that way all the spell does is provide a climate-controlled shelter that the whole party can fit in and can see out of - which is still a big improvement over being scattered among several tents.
Yeah, forgot it can be cast as ritual, but still not that big a deal.A spell slot?... for tiny hut?... that's quaint.
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