D&D 5E As a DM - Your Top 3 Most Hated Spells

Stalker0

Legend
(Note, while there is some truth in my list, this thread is meant to be a bit tongue in cheek. Lets not take it too seriously!)

DMs have a lot of work to do to make good encounters. Some spells make that more fun and even a joy, and other spells just make it all the harder.

As a DM (so only answer if you actually DM!)....what are the top 3 spells for you that absolutely hate, and just make your job that much harder.

My list:

1) Counterspell: The spell has been off and on my ban list for years. My problem with it is, when you have a group with multiple casters (like my group does), it is so very easy to get your spells blocked. And a big spellcaster that doesn't cast spells....well that's not much of a villain.

Conversely I hate to use this spell against my players. There is nothing players hate more than doing nothing, and have the caster pull out a big gun just to see it fizzle...its just tough to see. So this spell not only spoils my fun when its used, its spoils my enjoyment when I use it!

2) Healing Spirit: This spell is so ridiculously, stupidly, incredibly good at healing....nothing says "that last encounter you spent hard work putting together means nothing" than to watch the party cast this one spell and heal up to maximum.

3) Tiny Hut: Once the party gets to 5th level they get a secret feature....nigh immunity to attacks while resting. This one spells takes away a whole slew of DM ambush options....and the real rub is as a ritual, it doesn't even cost the party a spell slot. Its just a complete freebie....oh your 5th level....enjoy your nights without a care in the world!

So what spells grind your gears as the DM?
 

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Thakazum

Explorer
A lot depends on the level of PCs but:

1) Healing Spirit - What a trash spell. Was this actually needed? No.
2) Heat Metal - Every damn time there's an enemy NPC in plate....
3) Banish - Works a little too good/quick.

Honorable Mention: Find Familiar. Call me old-fashioned but I liked the flavor of older editions. Summoning a being of random types that STAYED AS THAT TYPE OF THING. It became a valuable NPC in its own right. This other thing in 5e not so much.
 

Eltab

Lord of the Hidden Layer
Stealing an idea from an LFR module, and taking the Banite cultists in Descent to Avernus, I'm going to have a Boss with an aura of no healing - because you feeble mortals cannot withstand the might of Bane! This will zap Healing Word and should make him scarier than "just another tough guy in the dungeon".
 

1. 5e version of wish. Horribly unstaisfying to players. Very capable of trivializing things for he players or the dm.

2. Thaumaturgy. I spit at thee god. I spit at thee whilst walking backward into eternal thirst.

3. Guidance. All of my hate.
 

Counterspell. It makes players miserable when you use it on them. Not doing anything is the opposite of playing D&D.

Counterspell. There are so many more interesting things to do with a spell slot than using it to do nothing.

Counterspell. The new Xanathar spell identification rules make using the spell a pain in the rear.
 

Nebulous

Legend
I've already decided to ban counterspell when my PCs hit 5th. I might allow it as a one shot consumable scroll as treasure. It does sap fun away from both the player and DM side. If there was an actual opposed roll mechanic that was fun and interesting that might be different. Maybe a wizard build who was specially trained at countermagic? I dunno. As written now it just makes me cry inside.
 


1. Find Familiar - I hate the little &%$#@( spying, checking ahead, aerial surveillance.
2. Heat Metal - just to efficient in 5E, players not so keen on it now I throw it at them.
3. Detect Magic - not really but always get caught trying to figure out the magic type.
 

ccs

41st lv DM
Wish - as written. Cautious, weak. If I give you a WISH I want to see you do something cool with it, not just copy a lesser spell.
Find Familiar - sort of. I don't like that it's not a specific creature.
Guidance - I really dislike seeing this thing spammed before any & every check. The only real effect it's had is that I simply set DCs 5 pts higher when I've got players who use it.
 


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