Hipsters & Dragons

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Hypnotic Pattern is Broken. Here’s How You Fix It!

So you’ve been playing some Dungeons and Dragons and one of your PCs keeps deciding the encounters before they’ve even started by pulling out a glowing stick from their components pouch and weaving the 3rd level illusion hypnotic pattern. Suddenly half the bad guys are standing limp-limbed and drooling on the battlefield, completely helpless as their buddies are butchered with ease by the adventuring party. The bad news for them is they’re next!

Hypnotic Pattern vs Fireball

Fireball is one of D&D’s most powerful spells relative to the spell slot required (…so powerful that some argue that the whole structure of player advancement in 5e is based around it. Every player class gets something awesome at 5th level to balance the wizard’s newfound access to this orc-incinerating fan fave), but against any challenge 2 level baddie or beyond, hypnotic pattern is considerably more powerful. Both are third level spells, but whilst shaving hit points off an ogre is all well and good, incapacitating them for an entire minute is several notches better. Fireball does have a slightly better range – 150 feet plays 120 feet, whilst its superior area of effect, a circle with 20 feet radius (1256 square feet area of effect), vs hypnotic pattern‘s 30 feet cube (900 square feet surface area), means that fireball is still the weapon of choice for mopping up mooks. However, where fireball starts to fade against tougher foes, hypnotic pattern is just as deadly to high level monsters as low level ones. Do you want to do 28 damage (14 on a save) to four giants or incapacitate two or three of them for a minute? It’s a no brainer.

More dangerous than fireball…

Hypnotic Pattern vs. Other Incapacitating Spells

We can find further proof that hypnotic pattern is an overpowered game design error when we look at it against similar ‘incapacitators’ that make up the 5e wizard’s spellbook… so let’s do that.

Tasha’s Hideous Laughter (1st level)

An underrated little spell, it affects one creature and confers both the prone and incapacitated conditions on a failed Wisdom saving throw. Its power is kept well in check by the fact that it requires concentration, and that the target can repeat its saving throw at the end of each of its turns. Interestingly the effects do not end automatically when the creature takes damage, but every time it takes a hit it can make an additional saving throw with advantage, so more or less they do in fact end when it takes a hit. Range is 30 ft.

Blindness / Deafness (2nd level)

A bit of damp squib, this is barely better than tasha’s hideous haughter, if at all. On a failed Constitution saving throw, it confers blindness on one creature within 30ft. The condition of blindness however still allows the opponent to attack (albeit with disadvantage) although the one major pro it has over THL is that damaging the creature doesn’t provoke an additional saving throw, meaning its open season for attack rolls. The victim however does get a repeat saving throw at the end of each turn though, meaning it’s unlikely to work for more than one or two rounds, making the duration of one minute more or less irrelevant. A minor pro is that it doesn’t require concentration. It could also be used creatively to intimidate someone, trick an troll into walking off a bridge or whatever… provided you can do so in 0-12 seconds.

Hypnotic Pattern (3rd level)

After a balanced first level spell and an underwhelming second level spell we make the jump to super-fucking-overpowered third level spell… from a range of 30 feet we suddenly rocket up to 120 feet, and from affecting just one creature we go to affecting anyone in a 30 foot cube. If you’re using a tabletop grid of 5 ft squares that’s 36 squares and up to 36 medium-sized creatures. But that’s not even the most overpowered part… the worst is that creatures affected by this spell get no repeat saving throw (Wisdom) at the end of their turn. They are incapacitated and charmed (sidenote: I’m not really sure how these two conditions are supposed to work in combination! The spell describes a ‘stupor’ and I wonder if the charm aspect is more aesthetic – creatures lulled into hypnosis – than a condition) and therefore can’t do anything for the spell’s duration, ie. one minute or 10 turns of combat. There is the proviso that a creature that takes damage is then freed from the spell’s effects, and that another creature can use an action to shake the creature out of their stupor… and finally the spell does require concentration, but still… this is not balanced.

You could say but a third level spell is supposed to be a lot more powerful than a 2nd level one, but then again you can cast blindness as a third level spell and you get to affect one extra person… not up to 35 more as with HP, and you’d still have the crappy range and repeated saving throws.

Meanwhile we’ll see further proof of unbalance when we look at the 4th level ‘incapacitator’ confusion.

Confusion (4th level)

We’ve just gone up a level in terms of spell slots but already the range has gone down to 90 feet, whilst the area of effect is now a 10 foot radius which equates to a surface area of effect of 314.16 square feet… so just a little more than one third of that of hypnotic pattern. That’s a massive downsize, when we should be expecting a massive upsize. Something’s wrong! Once more the effects hinge on a Wisdom saving throw. If failed the victim rolls a d10 to determine what random stuff it gets up to. I simplify but it basically has about 80% chance of losing its turn and 20% chance of being able to act normally (despite having just failed its saving throw). The duration of the spell is one minute, but again that’s irrelevant as the creature can make a repeat saving throw at the end of each of its turns.

In each of range, area of effect, power of effect and duration of effect confusion is an inferior spell to hypnotic pattern… and a massively inferior one at that. And by the way, confusion is not a bad spell at all! I would personally get rid of the table result where the creature behaves as normal (easily done, just roll a d8 on the table instead of a d10!), otherwise it feels pretty well balanced. Hypnotic pattern should probably be a 5th or spell as it stands, and even then it would be considerably more powerful than the 5th level hold monster .

Playing By The Rules

If, despite the irrefutable proof I’ve just given you that the spell is broken (which would be like believing The Force Awakens is a good film after reading my article on why it most definitely isn’t. I’m linking to it now because I’ve just been tortured by The Last Jedi… new film, same problems), isn’t enough for you to remove it from the the table you could try to deal with it via pedantic interpretation and/or enemy strategy. Starting with the former, the spell description says: You create a twisting pattern of colors that weaves through the air inside a 30-foot cube within range. The pattern appears for a moment and vanishes. Each creature in the area who sees the pattern must make a Wisdom saving throw.

It might depend on the circumstances but on a chaotic battlefield for example it would be fairly reasonable to judge that any creature in the area of effect might simply be looking the wrong way at the wrong ‘moment’. Roll for each creature and on a 5 or 6 they don’t even see the pattern and don’t have to roll a saving throw.

The enemy strategy approach would be to rain blows down on the spellcaster every time they cast it so that they lose concentration and the spell ends. If a PC is constantly using hypnotic pattern spread your bad guys apart and make sure they have spells and ranged weapons.

Hipster’s Rule Fix

How should hypnotic pattern work… here is my revised version.

Hypnotic Pattern (hipster remix)

3rd level illusion

Casting time: 1 action
Range: 60 feet
Components: S, M (a glowing stick of incense or a crystal vial filled with phosphorescent material)
Duration: Concentration, up to 1 minute

You create a twisting pattern of colors that weaves through the air inside a 20-foot cube within range. The pattern appears for a moment and vanishes. Each creature in the area who sees the pattern must make a Wisdom saving throw. On a failed save, the creature becomes charmed for the duration. While charmed by this spell, the creature is incapacitated and has a speed of 0.

At the end of each of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target. The spell also ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor.

****

It’s still probably more powerful than confusion, and you might want to use my ‘pedantic interpretation’ above and rule that creatures in the area of effect who roll a 5 or 6 on a d6 are lucky enough not to see this momentary hypnotic weaving pattern.

Anyway hope that helps. If you love spells stay tuned because you’re going to love the next post, where I review Elminster’s Guide to Magic.

By the way I also homebrewed some spells you might like. They are part of a spellbook that in turn will form part of an adventure I intend to publish soon. Do follow on Facebook or subscribe to keep in touch…

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4 Comments

  1. Traska

    Just a quick comment. I don’t think Hypnotic Pattern is as broken as you seem to believe.
    Out of all the spells you list, hypnotic pattern is the only one that can simply be broken by consuming the action of another NPC. If all of the opponents decide to stand in a 30′ cube away from the party then they honestly deserve what they get.

    However, let’s consider perhaps four opponents end up in the hypnotic pattern and two save and two don’t. Those two spend their action waking up the other two and the net effect of the 3rd level spell is to delay the opposition by a combat round without doing any damage. Similarly, in a larger scale battle, perhaps 8 opponents spaced out, assume hypnotic pattern incapacitates three.
    The remaining five have a couple of choices. If the DM is feeling merciful then the five attack the party, perhaps they focus on the spell caster to break the concentration. On the other hand, three could spend their action to wake up their buddies and the other two could focus on the caster to break concentration. The next combat round, all the opposition is back in play.

    Is the spell useful and potentially powerful? Yes. However, the escape condition that allows another character to use an action to release the creature from the effect of the spell makes it a much more situational spell than one might think. Most of the other spells like this require repeated saving throws which can be MUCH more difficult since the opponents can’t do anything except attack the caster or wait for them to make the saving throws.

    Anyway, it is up to the DM to play the opposition and to set the scene. With the way hypnotic pattern works, much of its power relies on how the DM sets the encounter and how the DM chooses to use the NPC actions. If hypnotic pattern catches ALL of the opponents and they ALL fail the save and the party then picks them off one by one … the fault isn’t the spell … the fault is the DMs for creating an encounter where the spell works ideally. If the encounter is adjusted so that there are 8 to 12 opponents and that at most 3 can be within the area of hypnotic pattern at one time without also affecting PCs then all it does is slow down the opponents and force them to use actions to wake up their buddies. It is a crowd control spell that is only OP if the DM allows it to be.

    • duncan

      You again Traska? 😉

      Thanks again for another insightful comment.

      However I disagree more strongly on this one than on Lucky feat!

      Enemies having to spend their action waking up their comrades is a round where they take damage and get hit by more spells and they deal none. A lot can happen in a round like that, more often than not enough to turn the tide of battle.

      You seem to suggest that it’s up to the DM to plan for Hypnotic Pattern, but that’s not the way I see things… if you have to plan an encounter around a specific spell or ability, then that ability has not been well thought out in terms of design. There’s no reason for HP to be as powerful as it is, and everything you need to know about it is in my comparison with Confusion spell, which is a 4th spell and not a fraction as powerful.

      I agree with your point that it can be dealt with by DMs (appreciate the tips by the way;-), but I don’t think it should have to be… it’s way out of line in the scheme of spell power.

  2. Tony

    Also consider that if a party member uses Hypnotic Pattern and incapacitates a number of baddies, other party members can’t use AOE’s (like fireball!) without waking them out of their trance. I’ve had players frustrated by that no more than one occasion. There were more baddies that weren’t affected, but the affected ones were in the way. (So far, the party almost always says “screw it” and does the AOE…so Hypnotic Pattern was good for a round or two at most, which is still good, but not broken.)

    But if you really want Hypnotic Pattern to feel broken, have a bard with an Instrument of the Bards casting it! My bard has made great use of Hypnotic Pattern since all saves versus being charmed are at disadvantage! 😉

    • duncan

      True, but if your enemies are sat there drooling then unleashing an Area of Effect damage spell like Fireball is a terrible strategy IMHO! You would mop them up one at a time with focused fire. In the case that you mention, when most of the bad guys had passed their save, I guess it might make sense, but even then it would probably be better to cast another Hypnotic Pattern… unless the enemies have only around 28 HP or not much more (average damage of Fireball… assuming they fail the save). Then take out the 1 or 2 baddies remaining, then mop up their comatosed allies one at a time. Super boring, but hey… that’s Hypnotic Pattern for you!

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