D&D 5E (2024) Is the new spell Transfixed overpowered?

Banishment is the main comparison, since it also targets CHA and doesn't allow repeated saves. I notice its range is nerfed in 5.5 from 60 to 30 ft, So transfix does better there, but upcast to level 7 Banishment takes up to four targets out of the fight with one action, whereas Transfix needs at least 4 actions (would benefit from quickened spell or action surge) to do the equivalent. Whist it's easier to kill Transfixed targets, banishment auto-kills Aberrations, Celestials, Elementals, Fey, and Fiends if you can keep up concentration for the duration. It's situational which is better.

Yea it got used last game and auto killed one of those things you mentioned. Player was surprised the geing didnt come back.

Its mainly used for temporary otherwise.

Its 10 round duration doesnt really matter (combats 2-4 rounds 90% of the time without elaborate terrain or encounter set up).

Most of the time its simple target, eats 2 or 3 actions and you might get 2 if you're lucky (0 legendary saves left, not immune to charm, weak charisma save).

Alot of creatures filling tgat criteria also have weak wisdom saves which leaves them vulnerable to low level spam of command/tashas/hideous and hold spells.

Its crap bs a lot of things you want it to work on. Banishment just seems better most of the time. Vs solo monsters its not needed.
 

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So, as long as you replace what’s in the rules with things like “do a million hp of damage”!
Nope. Don't put words in my mouth. Thanks.
All bosses are squishy when the PCs unload everything they have at them. You would need to give them around ten times as many hp as suggested by the CR and immunity to all conditions to keep them alive for long enough for Transfixed to do anything more than paint a sign on their back, and by the time you have done that, why are they messing around with this pathetic spell?!
I don't care about this particular spell, i commented on the idea that it isn't possible to stop PCs dogpiling on a boss monster.

If CR appropriate dragons are "squishy" in your experience, that is not a design issue it is a table issue of some kind.

As for this spell particularly, start by combining it with a damage/control aura and hazardous terrain plus minions. It isn't hard to make PCs not want to gather around the boss.
 

Nope. Don't put words in my mouth. Thanks.
I’m not, I’m just pointing out (hyperbolically) that the legendary actions of official monsters do trivial damage that is easily ignored. You can, of course, make custom monsters that are far stronger than anything WotC can come up with.
I don't care about this particular spell,
This particular spell leaves the caster particularly vulnerable.
As for this spell particularly, start by combining it with a damage/control aura and hazardous terrain plus minions.
Fly, teleport, ranged attacks.
It isn't hard to make PCs not want to gather around the boss.
The PCs know the importance of action economy. They will do everything they can to take out something that is removing party members from play, no matter how painful it might be.

Of course intelligent monsters do the same, hence this spell not being generally good.
 

I’m not, I’m just pointing out (hyperbolically) that the legendary actions of official monsters do trivial damage that is easily ignored.
You did so by putting words in my mouth. Your intention doesnt change that.
You can, of course, make custom monsters that are far stronger than anything WotC can come up with.
Damage isn't the issue or the solution.

This particular spell leaves the caster particularly vulnerable.
Not really. It leaves the caster a good target, that's it. As it should. Use that to complicate the fight.
Fly, teleport, ranged attacks.
Good. Let them burn actions and resources ending a potent control effect. Any caster boss should have just as many resources to counter them and pivot from one strategy to the next.
The PCs know the importance of action economy. They will do everything they can to take out something that is removing party members from play, no matter how painful it might be.

Of course intelligent monsters do the same, hence this spell not being generally good.
Hence the spell being good. Suddenly the tactics change focus to the caster of this spell, who as a high level caster also has protection and movement spells if designed remotely well. And allies of their own. Use them.
 

Good. Let them burn actions and resources ending a potent control effect
The players are always going to burn all their resources in such a fight (then rest). It’s hardly unusual. Either fights are trivial, and burn minimal resources, or serious, and burn most of them. That’s the way 5e works.
Hence the spell being good. Suddenly the tactics change focus to the caster of this spell
Not really. Pretty much the same thing happens whenever you get a boss running a concentration spell that takes a PC out of the fight. Dominate, Polymorph, whatever. I’ve seen it a lot, that’s how I know how it goes down.

I mean "always target the person in the pointy hat first" has been a D&D thing since before 1st edition.
 
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The players are always going to burn all their resources in such a fight (then rest). It’s hardly unusual. Either fights are trivial, and burn minimal resources, or serious, and burn most of them. That’s the way 5e works.
Okay?

You know the DM controls the conditions of the game, right? If 5 minute workdays disrupt your game, stop letting the players do it. 🤷‍♂️
Not really. Pretty much the same thing happens whenever you get a boss running a concentration spell that takes a PC out of the fight. Dominate, Polymorph, whatever.
That is a DM problem. Not a rules problem.
I’ve seen it a lot, that’s how I know how it goes down.

I mean "always target the person in the pointy hat first" has been a D&D thing since before 1st edition.
Great. And i regularly avoid the problem you seem to think is insurmountable.
 

Also it practically begs the caster to step away from the victim and make them take psychic damage approaching again and again, which just feels cheesy (have it automatically happen each turn they are next to the caster if that's the intention).
By my reading, that's what it does already. The caster doesn't have to move for the transfixed opponent to take damage each round he ends his turn next to the caster. Whether he moves into that range or not, he's still ending his turn within 5 feet of the caster.
 

Ultimately compared to an upcast banishment, I don;'t think this spell is out there for 7th level. Its strongest use is grabbing several guys and then moving around to force them to take repeated OAs every round while they have just to sit there and take it.

Ultimately banishment is more flexible and works on more monsters, but this one does have the advantage of being able to attack and damage monsters rather than them popping back in and you have to deal with them.

Its a strong spell...but 7th level is supposed to be strong. I think this is just living up to what 7th level spells are supposed to do.
 

By my reading, that's what it does already. The caster doesn't have to move for the transfixed opponent to take damage each round he ends his turn next to the caster. Whether he moves into that range or not, he's still ending his turn within 5 feet of the caster.
agreed that's my read as well. Honestly the 4d8 damage is the weakest part of the effect overall.
 

Ultimately compared to an upcast banishment, I don;'t think this spell is out there for 7th level. Its strongest use is grabbing several guys and then moving around to force them to take repeated OAs every round while they have just to sit there and take it.

Ultimately banishment is more flexible and works on more monsters, but this one does have the advantage of being able to attack and damage monsters rather than them popping back in and you have to deal with them.

Its a strong spell...but 7th level is supposed to be strong. I think this is just living up to what 7th level spells are supposed to do.
I disagree. There should be no spells that are auto wins. Every spell needs to have a save each turn.
 

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