Banning a perfectly fine spell is not heavy handed? Would you ban protection from good and evil or magic circle? Both of these spells prevent the night hag’s haunting ability. Further, can you think of no solution for a hag to address this?
Why yes, it can bring the entire coven, dispel the hut, and murder the party.
The problem is that Tiny Hut is not a perfectly fine spell, it actually replicates multiple higher level spells such as private sanctum and wall of force, which puts it at around a 7th level spell.
Banning a perfectly fine spell is not heavy handed? Would you ban protection from good and evil or magic circle? Both of these spells prevent the night hag’s haunting ability. Further, can you think of no solution for a hag to address this?
Why yes, it can bring the entire coven, dispel the hut, and murder the party.
The problem is that Tiny Hut is not a perfectly fine spell, it actually replicates multiple higher level spells such as private sanctum and wall of force, which puts it at around a 7th level spell.
LOL! So you can only wring your hands in defeat or TPK? There is no middle ground for you?
It creates a barrier and therefore is a level 7 spell? Wall of force must be poorly balanced as well then, because it can be conjured with an action, is not limited by shape, and cannot be dispelled by dispel magic. There is no rule that a ritual spell needs to be at a higher level than another spell that has some vague similarity.
At this point, there does not seem to be much more to discuss. You clearly insist upon standing in your own way on this issue.
LOL! So you can only wring your hands in defeat or TPK? There is no middle ground for you?
The way a night hag casts dispel magic is by calling the coven together. Being ambushed by a hag coven while taking a long rest is going to be a TPK for a mid-level party.
It creates a barrier and therefore is a level 7 spell? Wall of force must be poorly balanced as well then, because it can be conjured with an action, is not limited by shape, and cannot be dispelled by dispel magic. There is no rule that a ritual spell needs to be at a higher level than another spell that has some vague similarity.
At this point, there does not seem to be much more to discuss. You clearly insist upon standing in your own way on this issue.
The benefits of wall of force are
Castable as an action
Castable at range.
Not dispellable.
The benefits of tiny hut are
Castable as a ritual
Does not require concentration.
Lasts 8 hours.
Blocks enemy vision, but not friendly vision.
Blocks enemy movement, but not friendly movement.
Blocks spells that don't require line of effect, such as scrying and dimension door.
You have domed shaped tunnels that are exactly the size of a tiny hut?
Fix that by making a square tunnel.Then the bad guys can crawl over it. Or turn the whole rock tunnel around the dome into mud, cover the dome and turn it back into rock?
As for blocking scrying.
I would hate to camp with you in a tent. Never leaving it to go to the bathroom. 8 hours maybe but with 5 people inside?? If they try to use it twice in a row that 16 hours of holding on. Not a good thing.
I could get past a wall of force easy. Go around it or under it. If not that then it will come down in time. Or just bury it deep.It only lasts 10 minutes. And does not block sight so I can see everyone inside.
It only lasts 10 minutes and requires concentration. Thats no real benefit.
You must be just a combat only DM. Most of the time I use Tiny Hut is just to sleep in peace. We still leave a guard on watch. Then we only need a blanket, cloak or poncho to sleep on/under.
It sounds like you just do not like that its a ritual spell. Well if one spell slot would make or break your group then they or you need to plan a little better.
You must be just a combat only DM. Most of the time I use Tiny Hut is just to sleep in peace.
While that's bad design (honestly, making it impossible to take a long rest in the field would improve the game), it's also not using the spell to its potential.
There are a goodly ammount of inaccurate claims about what Tiny Hut can do and whether it is balanced against other spells, that while similar, offer some distinct differences to it's use and abilities. If the DM allows for spell interactions that shouldn't exist, or allows a spell to do something that isn't expressed in the description, you will get power imbalance. Which is more frequently the case than this oft touted "poor game design by the designers". Spells do what they say they do in their description, nothing more. Players that take the Munchkin approach in the effort to cheese an encounter and "win D&D" are only secondary to DMs that allow these tactics to work. Sometimes we do run into adversarial players that will try to outsmart the DM. I'm a big proponent for "you can try", but that doesn't make the attempt a success.
Takes a minimum of 10 Combat Rounds (1 minute) to cast - no Go-Go-Gadget popup tent mid-fracas. That's what Rope Trick is for.
A 10-foot-radius immobile dome of force springs into existence around and above you and remains stationary for the duration. - Dome, not sphere. No floor. Access point is on the bottom.
The spell ends if you leave its area. - Caster is tethered to this space. If party decides to attempt an MMO pulling tactic, they will be a PC down on encounter balance. Also, monsters don't have to follow, cause they aren't guided by garbage AI. Sure would be a shame for the caster to be the lone survivor.... See! No TPK!
Nine creatures of Medium size or smaller can fit inside the dome with you. The spell fails if its area includes a larger creature or more than nine creatures. - does this mean that moles or other creatures that burrow into the bottom of the dome could cause the spell to fail? That would be a shame...
Creatures and objects within the dome when you cast this spell can move through it freely. All other creatures and objects are barred from passing through it. - party has to be present when cast, or they aren't allowed in. Same with any items that might be picked up and brought back. Coming back with loot? Sorry, but no.
Spells and other magical effects can't extend through the dome or be cast through it. - my favorite. Apparently you can't actually conduct magical force projection from inside the protection of the dome.
The dome is opaque from the outside, of any color you choose, but it is transparent from the inside. - doesn't block blindsight or tremorsense. The dragon will "see" you just fine.
No mention of preventing ethereal movement, travel into the space from other planes of existance or the prevention of teleportation. Any creature that can burrow, or possesses the Incorporeal Movement trait can enter through the floor. Remember everyone, 10 creatures causes the spell to fail. I can see it now: party getting cozy in the elven tomb, and suddenly little balls of light start rising from the floor inside the hut. Then from the center of the hut rises a Banshee and she lets out her wail as the Will-O'-Wisps begin shocking the party members. Roll-initiative. Should the caster of the hut fall unconscious or leave, down comes the hut....
It would be even more "fun" if the party were to encounter an oppostion force that used the same tactic on them. Cause that would feel fair and balanced to the party, right?
TL;DR - Munchkin-style player tactics don't equate to power imbalance in spells, feats or classes. Power imbalances happen when DMs allow for tactics designed to "win D&D".
“Travel is fatal to prejudice, bigotry, and narrow-mindedness, and many of our people need it sorely on these accounts. Broad, wholesome, charitable views of men and things cannot be acquired by vegetating in one little corner of the earth all one's lifetime.” - Mark Twain - Innocents Abroad
No mention of preventing ethereal movement, travel into the space from other planes of existance or the prevention of teleportation.
It blocks ethereal movement because force objects do that. It prevents teleportation spells because it prevents casting spells through it (it does not block teleportation that isn't via spell, though this is somewhat uncommon for monsters).
There are a goodly ammount of inaccurate claims about what Tiny Hut can do and whether it is balanced against other spells, that while similar, offer some distinct differences to it's use and abilities. If the DM allows for spell interactions that shouldn't exist, or allows a spell to do something that isn't expressed in the description, you will get power imbalance. Which is more frequently the case than this oft touted "poor game design by the designers". Spells do what they say they do in their description, nothing more. Players that take the Munchkin approach in the effort to cheese an encounter and "win D&D" are only secondary to DMs that allow these tactics to work. Sometimes we do run into adversarial players that will try to outsmart the DM. I'm a big proponent for "you can try", but that doesn't make the attempt a success.
Takes a minimum of 10 Combat Rounds (1 minute) to cast - no Go-Go-Gadget popup tent mid-fracas. That's what Rope Trick is for.
A 10-foot-radius immobile dome of force springs into existence around and above you and remains stationary for the duration. - Dome, not sphere. No floor. Access point is on the bottom.
The spell ends if you leave its area. - Caster is tethered to this space. If party decides to attempt an MMO pulling tactic, they will be a PC down on encounter balance. Also, monsters don't have to follow, cause they aren't guided by garbage AI. Sure would be a shame for the caster to be the lone survivor.... See! No TPK!
Nine creatures of Medium size or smaller can fit inside the dome with you. The spell fails if its area includes a larger creature or more than nine creatures. - does this mean that moles or other creatures that burrow into the bottom of the dome could cause the spell to fail? That would be a shame...
Creatures and objects within the dome when you cast this spell can move through it freely. All other creatures and objects are barred from passing through it. - party has to be present when cast, or they aren't allowed in. Same with any items that might be picked up and brought back. Coming back with loot? Sorry, but no.
Spells and other magical effects can't extend through the dome or be cast through it. - my favorite. Apparently you can't actually conduct magical force projection from inside the protection of the dome.
The dome is opaque from the outside, of any color you choose, but it is transparent from the inside. - doesn't block blindsight or tremorsense. The dragon will "see" you just fine.
No mention of preventing ethereal movement, travel into the space from other planes of existance or the prevention of teleportation. Any creature that can burrow, or possesses the Incorporeal Movement trait can enter through the floor. Remember everyone, 10 creatures causes the spell to fail. I can see it now: party getting cozy in the elven tomb, and suddenly little balls of light start rising from the floor inside the hut. Then from the center of the hut rises a Banshee and she lets out her wail as the Will-O'-Wisps begin shocking the party members. Roll-initiative. Should the caster of the hut fall unconscious or leave, down comes the hut....
It would be even more "fun" if the party were to encounter an oppostion force that used the same tactic on them. Cause that would feel fair and balanced to the party, right?
TL;DR - Munchkin-style player tactics don't equate to power imbalance in spells, feats or classes. Power imbalances happen when DMs allow for tactics designed to "win D&D".
Beautifully said. I cannot believe that people have not figured out that etherealness allows you to pass through the ground.
Cite your source that Hut blocks ethereal movement. Other force spells do, and state as much. Also, there are spells that block teleportation, and that is stated, here it is not. But this is not that.
The dome prevents magic to be cast through it, but the bottom is open. This allows access to the space under the dome. As you have previously mentioned linear spells would be affected if oriented to pass through the dome.
Effectively you are causing the power imbalance by allowing this spell to do more than it's description calls for. The dome is not a space sequestered from all magical effects. Some, yes, and they are stated in the description.
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“Travel is fatal to prejudice, bigotry, and narrow-mindedness, and many of our people need it sorely on these accounts. Broad, wholesome, charitable views of men and things cannot be acquired by vegetating in one little corner of the earth all one's lifetime.” - Mark Twain - Innocents Abroad
Dome is not a hemisphere. There is no floor. Ethereal movement is not blocked by the floor. The spell does not prevent this from happening.
You are still giving the spell interactions that are not stated. Also, you cited the portion of the dome that I'm suggesting the entity not travel through....
How is this concept still elusive. The dome is not a magically sealed container. It's an upside down Tupperware bowl, and anything that can travel through the medium it is sitting on can gain access to the interior.
“Travel is fatal to prejudice, bigotry, and narrow-mindedness, and many of our people need it sorely on these accounts. Broad, wholesome, charitable views of men and things cannot be acquired by vegetating in one little corner of the earth all one's lifetime.” - Mark Twain - Innocents Abroad
Beautifully said. I cannot believe that people have not figured out that etherealness allows you to pass through the ground.
¯\_(ツ)_/¯
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“Travel is fatal to prejudice, bigotry, and narrow-mindedness, and many of our people need it sorely on these accounts. Broad, wholesome, charitable views of men and things cannot be acquired by vegetating in one little corner of the earth all one's lifetime.” - Mark Twain - Innocents Abroad
Dome is not a hemisphere. There is no floor. Ethereal movement is not blocked by the floor. The spell does not prevent this from happening.
You are still giving the spell interactions that are not stated. Also, you cited the portion of the dome that I'm suggesting the entity not travel through....
How is this concept still elusive. The dome is not a magically sealed container. It's an upside down Tupperware bowl, and anything that can travel through the medium it is sitting on can gain access to the interior.
The published spell description describes the Area as hemisphere in the metadata at the top of the spell (I know that dome is in the descriptive text), it is only DDB that is unable to put a hemisphere symbol into their presentation of the spell's effect (instead displaying a sphere).
Technically a hemisphere is simply a dome which comprises exactly half a sphere.
The published spell description describes the Area as hemisphere in the metadata at the top of the spell (I know that dome is in the descriptive text), it is only DDB that is unable to put a hemisphere symbol into their presentation of the spell's effect (instead displaying a sphere).
Technically a hemisphere is simply a dome which comprises exactly half a sphere.
No, a hemisphere is in fact a solid volume, the question is what that actually means. The interior of the hut is clearly a hemisphere, which is relevant for "The atmosphere inside the space is comfortable and dry, regardless of the weather outside." and "Until the spell ends, you can command the interior to become dimly lit or dark.", but there's nothing requiring a wall on the bottom.
In any case, the point is not that it's unbeatable. The point is that it exceeds the appropriate power level of a 3rd level ritual spell.
The published spell description describes the Area as hemisphere in the metadata at the top of the spell (I know that dome is in the descriptive text), it is only DDB that is unable to put a hemisphere symbol into their presentation of the spell's effect (instead displaying a sphere).
Technically a hemisphere is simply a dome which comprises exactly half a sphere.
The metadata display that you are referring to is indicating a 10 ft. radius, not a shape. The metadata information is placed there as a quick reference for convenience. The way we know this is by reading the descriptive text that tells us: "A 10-foot-radius immobile dome of force springs into existence around and above you...". I might point out that the description indicates that the dome exists above you, but not below. If it existed below, as well as above, it would then be a sphere, or a hollow ball very much akin to a Bead of Force. It doesn't say that.
Your definition of hemisphere seems to be inaccurate as well.
A hemisphere is exactly half a sphere which is: "A solid geometric figure generated by the revolution of a semicircle about its diameter; a round body whose surface is at all points equidistant from the center."
Dome:
noun
Architecture.
a vault, having a circular plan and usually in the form of a portion of a sphere, so constructed as to exert an equal thrust in all directions.
any covering thought to resemble the hemispherical vault of a building or room:the great dome of the sky.
anything shaped like a hemisphere or inverted bowl.
So, while a dome might be shaped like a hemisphere, or take a spherical shape, it is not the same as a geometric solid that is enclosed on all sides. There are numerous examples of domes in architecture. Many appear in cathedrals, mosques, capital buildings of Cities, States and Nations. I've not found one that has an enclosed bottom to prevent access to the interior space of the dome itself.
“Travel is fatal to prejudice, bigotry, and narrow-mindedness, and many of our people need it sorely on these accounts. Broad, wholesome, charitable views of men and things cannot be acquired by vegetating in one little corner of the earth all one's lifetime.” - Mark Twain - Innocents Abroad
No, a hemisphere is in fact a solid volume, the question is what that actually means. The interior of the hut is clearly a hemisphere, which is relevant for "The atmosphere inside the space is comfortable and dry, regardless of the weather outside." and "Until the spell ends, you can command the interior to become dimly lit or dark.", but there's nothing requiring a wall on the bottom.
In any case, the point is not that it's unbeatable. The point is that it exceeds the appropriate power level of a 3rd level ritual spell.
First statement - dead on. Totally agree.
Second statement is a subjective opinion posited as fact. None of your arguments are defensible for your statement of "fact" regarding the power level of this spell. I fully accept that your opinion is yours to keep and cherish, but I do find fault in your attempt to sell it as authoritative fact. It's power level is directly tied to the willingness of a DM to allow for spell interactions that don't exist. Just like any other "OP" spell, looking at you pre-erratta Booming Blade and Green Flame Blade. This spell needs to be fixed as badly as the broken engine on a bicycle. Making up problems that don't really exist, just so they can be solved is very late-night, as seen on TV, infomercial.
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“Travel is fatal to prejudice, bigotry, and narrow-mindedness, and many of our people need it sorely on these accounts. Broad, wholesome, charitable views of men and things cannot be acquired by vegetating in one little corner of the earth all one's lifetime.” - Mark Twain - Innocents Abroad
Second statement is a subjective opinion posited as fact. None of your arguments are defensible for your statement of "fact" regarding the power level of this spell. I fully accept that your opinion is yours to keep and cherish, but I do find fault in your attempt to sell it as authoritative fact. It's power level is directly tied to the willingness of a DM to allow for spell interactions that don't exist.
The primary problem isn't with any spell interactions (those are just gravy), it's with the fact that it's a selective wall of force.
I don't know what you think "selective" means, but that ain't it
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Active characters:
Carric Aquissar, elven wannabe artist in his deconstructionist period (Archfey warlock) Lan Kidogo, mapach archaeologist and treasure hunter (Knowledge cleric) Mardan Ferres, elven private investigator obsessed with that one unsolved murder (Assassin rogue) Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
I don't know what you think "selective" means, but that ain't it
You can select who can pass through it. Which isn't completely accurate, since your only choice is "everyone who was inside at the time of casting", but is still a big benefit.
I don't know what you think "selective" means, but that ain't it
You can select who can pass through it. Which isn't completely accurate, since your only choice is "everyone who was inside at the time of casting", but is still a big benefit.
It's also not a wall of force. It's like saying wall of force is overpowered because it's just like forcecage, when it isn't
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Active characters:
Carric Aquissar, elven wannabe artist in his deconstructionist period (Archfey warlock) Lan Kidogo, mapach archaeologist and treasure hunter (Knowledge cleric) Mardan Ferres, elven private investigator obsessed with that one unsolved murder (Assassin rogue) Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
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Why yes, it can bring the entire coven, dispel the hut, and murder the party.
The problem is that Tiny Hut is not a perfectly fine spell, it actually replicates multiple higher level spells such as private sanctum and wall of force, which puts it at around a 7th level spell.
LOL! So you can only wring your hands in defeat or TPK? There is no middle ground for you?
It creates a barrier and therefore is a level 7 spell? Wall of force must be poorly balanced as well then, because it can be conjured with an action, is not limited by shape, and cannot be dispelled by dispel magic. There is no rule that a ritual spell needs to be at a higher level than another spell that has some vague similarity.
At this point, there does not seem to be much more to discuss. You clearly insist upon standing in your own way on this issue.
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The way a night hag casts dispel magic is by calling the coven together. Being ambushed by a hag coven while taking a long rest is going to be a TPK for a mid-level party.
The benefits of wall of force are
The benefits of tiny hut are
You have domed shaped tunnels that are exactly the size of a tiny hut?
Fix that by making a square tunnel.Then the bad guys can crawl over it. Or turn the whole rock tunnel around the dome into mud, cover the dome and turn it back into rock?
As for blocking scrying.
I would hate to camp with you in a tent. Never leaving it to go to the bathroom. 8 hours maybe but with 5 people inside?? If they try to use it twice in a row that 16 hours of holding on. Not a good thing.
I could get past a wall of force easy. Go around it or under it. If not that then it will come down in time. Or just bury it deep.It only lasts 10 minutes. And does not block sight so I can see everyone inside.
It only lasts 10 minutes and requires concentration. Thats no real benefit.
You must be just a combat only DM. Most of the time I use Tiny Hut is just to sleep in peace. We still leave a guard on watch. Then we only need a blanket, cloak or poncho to sleep on/under.
It sounds like you just do not like that its a ritual spell. Well if one spell slot would make or break your group then they or you need to plan a little better.
While that's bad design (honestly, making it impossible to take a long rest in the field would improve the game), it's also not using the spell to its potential.
No mention of preventing ethereal movement, travel into the space from other planes of existance or the prevention of teleportation. Any creature that can burrow, or possesses the Incorporeal Movement trait can enter through the floor. Remember everyone, 10 creatures causes the spell to fail. I can see it now: party getting cozy in the elven tomb, and suddenly little balls of light start rising from the floor inside the hut. Then from the center of the hut rises a Banshee and she lets out her wail as the Will-O'-Wisps begin shocking the party members. Roll-initiative. Should the caster of the hut fall unconscious or leave, down comes the hut....
It would be even more "fun" if the party were to encounter an oppostion force that used the same tactic on them. Cause that would feel fair and balanced to the party, right?
TL;DR - Munchkin-style player tactics don't equate to power imbalance in spells, feats or classes. Power imbalances happen when DMs allow for tactics designed to "win D&D".
“Travel is fatal to prejudice, bigotry, and narrow-mindedness, and many of our people need it sorely on these accounts. Broad, wholesome, charitable views of men and things cannot be acquired by vegetating in one little corner of the earth all one's lifetime.” - Mark Twain - Innocents Abroad
It blocks ethereal movement because force objects do that. It prevents teleportation spells because it prevents casting spells through it (it does not block teleportation that isn't via spell, though this is somewhat uncommon for monsters).
Beautifully said. I cannot believe that people have not figured out that etherealness allows you to pass through the ground.
DM mostly, Player occasionally | Session 0 form | He/Him/They/Them
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Cite your source that Hut blocks ethereal movement. Other force spells do, and state as much. Also, there are spells that block teleportation, and that is stated, here it is not. But this is not that.
The dome prevents magic to be cast through it, but the bottom is open. This allows access to the space under the dome. As you have previously mentioned linear spells would be affected if oriented to pass through the dome.
Effectively you are causing the power imbalance by allowing this spell to do more than it's description calls for. The dome is not a space sequestered from all magical effects. Some, yes, and they are stated in the description.
“Travel is fatal to prejudice, bigotry, and narrow-mindedness, and many of our people need it sorely on these accounts. Broad, wholesome, charitable views of men and things cannot be acquired by vegetating in one little corner of the earth all one's lifetime.” - Mark Twain - Innocents Abroad
DMG, the Border Ethereal: The exceptions are certain magical effects (including anything made of magical force)
Dome is not a hemisphere. There is no floor. Ethereal movement is not blocked by the floor. The spell does not prevent this from happening.
You are still giving the spell interactions that are not stated. Also, you cited the portion of the dome that I'm suggesting the entity not travel through....
How is this concept still elusive. The dome is not a magically sealed container. It's an upside down Tupperware bowl, and anything that can travel through the medium it is sitting on can gain access to the interior.
“Travel is fatal to prejudice, bigotry, and narrow-mindedness, and many of our people need it sorely on these accounts. Broad, wholesome, charitable views of men and things cannot be acquired by vegetating in one little corner of the earth all one's lifetime.” - Mark Twain - Innocents Abroad
¯\_(ツ)_/¯
“Travel is fatal to prejudice, bigotry, and narrow-mindedness, and many of our people need it sorely on these accounts. Broad, wholesome, charitable views of men and things cannot be acquired by vegetating in one little corner of the earth all one's lifetime.” - Mark Twain - Innocents Abroad
The published spell description describes the Area as hemisphere in the metadata at the top of the spell (I know that dome is in the descriptive text), it is only DDB that is unable to put a hemisphere symbol into their presentation of the spell's effect (instead displaying a sphere).
Technically a hemisphere is simply a dome which comprises exactly half a sphere.
No, a hemisphere is in fact a solid volume, the question is what that actually means. The interior of the hut is clearly a hemisphere, which is relevant for "The atmosphere inside the space is comfortable and dry, regardless of the weather outside." and "Until the spell ends, you can command the interior to become dimly lit or dark.", but there's nothing requiring a wall on the bottom.
In any case, the point is not that it's unbeatable. The point is that it exceeds the appropriate power level of a 3rd level ritual spell.
The metadata display that you are referring to is indicating a 10 ft. radius, not a shape. The metadata information is placed there as a quick reference for convenience. The way we know this is by reading the descriptive text that tells us: "A 10-foot-radius immobile dome of force springs into existence around and above you...". I might point out that the description indicates that the dome exists above you, but not below. If it existed below, as well as above, it would then be a sphere, or a hollow ball very much akin to a Bead of Force. It doesn't say that.
Your definition of hemisphere seems to be inaccurate as well.
A hemisphere is exactly half a sphere which is: "A solid geometric figure generated by the revolution of a semicircle about its diameter; a round body whose surface is at all points equidistant from the center."
Dome:
So, while a dome might be shaped like a hemisphere, or take a spherical shape, it is not the same as a geometric solid that is enclosed on all sides. There are numerous examples of domes in architecture. Many appear in cathedrals, mosques, capital buildings of Cities, States and Nations. I've not found one that has an enclosed bottom to prevent access to the interior space of the dome itself.
“Travel is fatal to prejudice, bigotry, and narrow-mindedness, and many of our people need it sorely on these accounts. Broad, wholesome, charitable views of men and things cannot be acquired by vegetating in one little corner of the earth all one's lifetime.” - Mark Twain - Innocents Abroad
First statement - dead on. Totally agree.
Second statement is a subjective opinion posited as fact. None of your arguments are defensible for your statement of "fact" regarding the power level of this spell. I fully accept that your opinion is yours to keep and cherish, but I do find fault in your attempt to sell it as authoritative fact. It's power level is directly tied to the willingness of a DM to allow for spell interactions that don't exist. Just like any other "OP" spell, looking at you pre-erratta Booming Blade and Green Flame Blade. This spell needs to be fixed as badly as the broken engine on a bicycle. Making up problems that don't really exist, just so they can be solved is very late-night, as seen on TV, infomercial.
“Travel is fatal to prejudice, bigotry, and narrow-mindedness, and many of our people need it sorely on these accounts. Broad, wholesome, charitable views of men and things cannot be acquired by vegetating in one little corner of the earth all one's lifetime.” - Mark Twain - Innocents Abroad
The primary problem isn't with any spell interactions (those are just gravy), it's with the fact that it's a selective wall of force.
I don't know what you think "selective" means, but that ain't it
Active characters:
Carric Aquissar, elven wannabe artist in his deconstructionist period (Archfey warlock)
Lan Kidogo, mapach archaeologist and treasure hunter (Knowledge cleric)
Mardan Ferres, elven private investigator obsessed with that one unsolved murder (Assassin rogue)
Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
You can select who can pass through it. Which isn't completely accurate, since your only choice is "everyone who was inside at the time of casting", but is still a big benefit.
It's also not a wall of force. It's like saying wall of force is overpowered because it's just like forcecage, when it isn't
Active characters:
Carric Aquissar, elven wannabe artist in his deconstructionist period (Archfey warlock)
Lan Kidogo, mapach archaeologist and treasure hunter (Knowledge cleric)
Mardan Ferres, elven private investigator obsessed with that one unsolved murder (Assassin rogue)
Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)