@doctorbadwolf , if you asked for a spell review, I have to assume that it's because you actually wanted this forum of people to do a, you know, spell review. When there is a majority saying it should be a much higher level, that's good feedback for you.
You asked for peer review of the spell. You got peer review. It showed distinct trends the spell is a higher level. Why would you throw away that valuable feedback that you asked for?
Don't be the scientist who gets angry when others can't replicate their experiement and calls everyone "Fools!" and plots world domination. Or at least, only do that in game. Instead take the feedback you requested to heart.
This seems pretty hyperbolic.
And I'm not throwing away the feedback, I'm just not gonna pretend that feedback I'm inclined to scoff at is good.
However, my co-dm and I went over the spell again, and came up with the following version. Some of the changes came about after our discussion of the feedback here.
version 4, again this is a level 4 spell.
You place a silver torc on the ground at your feet as you complete the incantation. The torc floats inches above the ground, and spins clockwise until the aperture is pointed north. As the torc splits into 4 parts, it grows into ethereal circles surrounding you, and each circle's opening faces a different compass point, creating a deceptively simple circular maze in the air.
For the duration of the spell, you and your allies are protected by an ethereal maze of arcane energy. The maze is a 10-foot-radius, 20-foot-tall cylinder, centered on you, and creates the following effects while the spell is active. You designate any number of creatures, types of creatures, or an identifier or pass-phrase a creature can speak, which determines who is protected by the maze.
You and such designated creatures gain a +1 bonus to AC, and 3d6+3 temporary hit points if they are within the maze when the spell is cast, or the first time they enter the maze during the spell's duration.
Any time a creature not designated by you begins their turn inside the maze, or targets a creature inside the maze with a magical ability, the attacker must succeed on a
Wisdom saving throw or be stunned until the end of their next turn.
While the spell is active, you can use one of the following actions.
- You can use your reaction, when any creature within the maze takes acid, cold, fire, thunder, lightning, or force damage, to grant all creatures within the maze resistance to that damage type until the end of the current turn. Then, all designated creatures within the maze gain 2d6+3 temporary hit points.
- You can target all creatures within 60ft of you that are stunned by the maze. Each target must succeed on a Wisdom saving throw. If they fail, on their next turn they must take the Dash Action and move their full speed in a random direction. If they move at least 10 ft and further movement is blocked by another creature, or an object or solid surface, they and the creature or object they run into take damage equal to 1d6 for every 10 ft that they move before the impact (maximum 3d6). If a creature succeeds on this save, they are no longer stunned.
At higher levels. When you cast this spell at 5th level or higher, the temporary hit point values increase by 1d6+1, and the radius and height of the maze increase by 5 ft, for each spell level above 4th.
So, dealing any damage requires two failed saves, and two actions, and increases the chance that they'll save out of the stun early. The reaction now only mitigates damage. I might add back in a clause that a designated creature also gains that THP when it starts it's turn within the maze, since THP don't stack, but if I do, I might ditch the +1 AC.
About the only drop in power i'd consider at this point is limiting the number of creatures targeted by the movement attack, perhaps even making it a much greater range, but only 1 creature.
I'd also consider a version with slightly higher numbers, where you have to choose between a version that stuns creatures and a version that gives beefy THP and damage mitigation.
I considered a "meta-abjuration" version of the spell that would be essentially a more limited but more active variant of glyph of warding, where you get bonuses when casting other abjurations while this spell is active, but I'd rather make that at a level where I can really go ape with it.