I love the theme of this spell and the idea of an enemy donned with a jagged iron crown attacking its allies is just plain cool... but gosh does this spell have a lot going against it.
You have to use your action to maintain control of the spell.
The enemy can make a Wisdom save another end of each turn to break out.
If no enemies are within 5 feet of it or in melee range, it acts normally.
Even if it makes the attack, it moves normally anyway.
I'm not even sure this would make a good first level spell! As a game master, how can I homebrew changes for this spell to make it a viable option but not too strong for a 2nd level spell?
This is probably the wrong forum for this question (it should be in the homebrew section, not rules, as the rules say it works as written). But as a point of clarification, the next lowest spell that can allow a caster to directly control another creature's attack action is a 4th level spell.
This spell has a number of uses, but it is limited, and that is intentional; removing a creatures agency is an inherently powerful tool. Personally, I find this to be very helpful in a number of cases: to force a mob leader to attack or separate itself from its bodyguards/minions, to force a wizard to kill its familiar, to separate a rogue from an ally that can grant it its sneak attack.
It also has the benefit of adding the charmed condition, which means the creature can't attack you or target you with harmful spells while the effect is active, and the creature doesn't have advantage on the save if you are in combat with it (which a lot of the charm spells do)
This is probably the wrong forum for this question (it should be in the homebrew section, not rules, as the rules say it works as written). But as a point of clarification, the next lowest spell that can allow a caster to directly control another creature's attack action is a 4th level spell.
This spell has a number of uses, but it is limited, and that is intentional; removing a creatures agency is an inherently powerful tool. Personally, I find this to be very helpful in a number of cases: to force a mob leader to attack or separate itself from its bodyguards/minions, to force a wizard to kill its familiar, to separate a rogue from an ally that can grant it its sneak attack.
It also has the benefit of adding the charmed condition, which means the creature can't attack you or target you with harmful spells while the effect is active, and the creature doesn't have advantage on the save if you are in combat with it (which a lot of the charm spells do)
Just for clarity's sake, it seems like you're reasoning with the assumption that Crown of Madness allows you to move the target in some way. That's not true, and the target moves on their own even if they are currently Charmed by you.
Unless you mean that the target or their allies will realize what's happening and get the heck out of the way - which is a reasonable assumption. But like OP mentioned, the chance that it remains is slim to none, as they have a save every round plus the caster needs to use a action to maintain it.
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I know what you're thinking: "In that flurry of blows, did he use all his ki points, or save one?" Well, are ya feeling lucky, punk?
This is probably the wrong forum for this question (it should be in the homebrew section, not rules, as the rules say it works as written). But as a point of clarification, the next lowest spell that can allow a caster to directly control another creature's attack action is a 4th level spell.
This spell has a number of uses, but it is limited, and that is intentional; removing a creatures agency is an inherently powerful tool. Personally, I find this to be very helpful in a number of cases: to force a mob leader to attack or separate itself from its bodyguards/minions, to force a wizard to kill its familiar, to separate a rogue from an ally that can grant it its sneak attack.
It also has the benefit of adding the charmed condition, which means the creature can't attack you or target you with harmful spells while the effect is active, and the creature doesn't have advantage on the save if you are in combat with it (which a lot of the charm spells do)
Just for clarity's sake, it seems like you're reasoning with the assumption that Crown of Madness allows you to move the target in some way. That's not true, and the target moves on their own even if they are currently Charmed by you.
That is true, what I was referring to was the likely result of the target, who is not in full control of its actions, moving away from its allies lest they hurt them. The "attack or separate" is the choice presented to the target (mob boss or rogue, in my above examples), either they stay near their allies and risk attacking them, or move away from them to keep them from harm.
Unless you mean that the target or their allies will realize what's happening and get the heck out of the way - which is a reasonable assumption. But like OP mentioned, the chance that it remains is slim to none, as they have a save every round plus the caster needs to use a action to maintain it.
The chance that it remains is the same as any other WIS save spell with saving throws at the end of the targets turn. the other element is entirely up to the caster, not chance.
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I love the theme of this spell and the idea of an enemy donned with a jagged iron crown attacking its allies is just plain cool... but gosh does this spell have a lot going against it.
You have to use your action to maintain control of the spell.
The enemy can make a Wisdom save another end of each turn to break out.
If no enemies are within 5 feet of it or in melee range, it acts normally.
Even if it makes the attack, it moves normally anyway.
I'm not even sure this would make a good first level spell! As a game master, how can I homebrew changes for this spell to make it a viable option but not too strong for a 2nd level spell?
This is probably the wrong forum for this question (it should be in the homebrew section, not rules, as the rules say it works as written). But as a point of clarification, the next lowest spell that can allow a caster to directly control another creature's attack action is a 4th level spell.
This spell has a number of uses, but it is limited, and that is intentional; removing a creatures agency is an inherently powerful tool. Personally, I find this to be very helpful in a number of cases: to force a mob leader to attack or separate itself from its bodyguards/minions, to force a wizard to kill its familiar, to separate a rogue from an ally that can grant it its sneak attack.
It also has the benefit of adding the charmed condition, which means the creature can't attack you or target you with harmful spells while the effect is active, and the creature doesn't have advantage on the save if you are in combat with it (which a lot of the charm spells do)
Just for clarity's sake, it seems like you're reasoning with the assumption that Crown of Madness allows you to move the target in some way. That's not true, and the target moves on their own even if they are currently Charmed by you.
Unless you mean that the target or their allies will realize what's happening and get the heck out of the way - which is a reasonable assumption. But like OP mentioned, the chance that it remains is slim to none, as they have a save every round plus the caster needs to use a action to maintain it.
I know what you're thinking: "In that flurry of blows, did he use all his ki points, or save one?" Well, are ya feeling lucky, punk?
That is true, what I was referring to was the likely result of the target, who is not in full control of its actions, moving away from its allies lest they hurt them. The "attack or separate" is the choice presented to the target (mob boss or rogue, in my above examples), either they stay near their allies and risk attacking them, or move away from them to keep them from harm.
The chance that it remains is the same as any other WIS save spell with saving throws at the end of the targets turn. the other element is entirely up to the caster, not chance.