D&D (2024) Is Cause Fear still a 1st level spell in 2024?

Yaarel

🇮🇱He-Mage
Maybe at slot 4, Hallucinatory Terrain can instead become a more vigorous altering of local reality, with illusions reinforced by ethereal force for tactile solidity.

Then at slot 7, Mirage Arcane might instead create a Domain of Delight or a Domain of Dread, or something relatedly planar like the Witchlight Carnival.
 

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Maybe at slot 4, Hallucinatory Terrain can instead become a more vigorous altering of local reality, with illusions reinforced by ethereal force for tactile solidity.

Then at slot 7, Mirage Arcane might instead create a Domain of Delight or a Domain of Dread, or something relatedly planar like the Witchlight Carnival.
Now the spell could be a lot better, and actually good, this I agree with.

However, I like it solely for the rizz and aura that comes with casting it. Great NPC spell for flair.
 

Yaarel

🇮🇱He-Mage
Now the spell could be a lot better, and actually good, this I agree with.

However, I like it solely for the rizz and aura that comes with casting it. Great NPC spell for flair.
Spells that are mainly for NPCs should be absent from the Players Handbook.

Core rules for players should be useful, balanced, and avoid traps.
 

Yaarel

🇮🇱He-Mage
The 2024 Players Handbook has almost 400 spells, and over 200 of them have seen some tweaking. Generally, the spell updates are good.

Most tweaks involve clarification of wording. Some recalibrate balance. A number of subpar spells became at least viable choices. Occasionally there were nerfs where necessary.

Some subpar spells slipped thru, and there are a handful of bewildering nerfs.

The 2014 Players Handbook did a solid job at removing the overpowered spells. 2024 makes a noticeable effort to beef up underpowered spells.

The approach seems nonsystematic. Mainly the squeaky wheel gets the oil. It is an ongoing process.
 


Tales and Chronicles

Jewel of the North, formerly know as vincegetorix
Hallucinary Terrain is pretty good to put a fake poisonous bog, tar pit, sinking sands or wild fire zone to act a as deterrent. You know, an element of danger your players won't want to interact with to disbelieve it.
 




Yaarel

🇮🇱He-Mage
Hallucinary Terrain is pretty good to put a fake poisonous bog, tar pit, sinking sands or wild fire zone to act a as deterrent. You know, an element of danger your players won't want to interact with to disbelieve it.
From elsewhere, players can disbelieve from a distance. Take a Study action to make an Intelligence Investigation check versus the spell DC. This is in addition to any interaction or save.

Many players would normally interact with tar pit, quicksand, or bog. Not sure how Hallucinatory Terrain would make a bog seem "poisonous". A wildfire would suspiciously lack heat.


Heh, I am unsure why anyone would try defend a worthless spell, but I guess this is the internet. Maybe its just the intellectual challenge of coming up with any utility whatsoever. But even if, the infrequency of such a situationality would make the spell worthless.
 

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