Yaarel
🇮🇱 🇺🇦 He-Mage
Some spells are obviously terrible.But why. We all can agree each table runs things their own way. And we can all agree that each player plays a little different from the next. So why then, does the spell list have to "useful" or "powerful" based off one table or player's needs?
I have never personally witnessed anyone prepping Hallucinatory Terrain. Actually I have never even heard of someone doing that.
Spells need to be useful and powerful − as appropriate for the level − because D&D is a combat game and spell slots are a scarce resource.
Spell design must be efficient.
Being eclectic and eccentric works best in a different design space.
Make rituals a separate design space. Rituals dont require spell slots.
Rituals can be anything and do anything. But even then, it is important that the power of a rituals be appropriate to the level of its performer, for the sake of gaming balance.
Rituals are like random magic items. It is ok if some magic items are quirky or nonuseful.