Talk:Prismatic Barrier (5e Spell)
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Quality Article Nomination[edit]
Please feel free to re-nominate it once it meets the QA criteria and when all the major issues brought up in this nomination have been dealt with.
I recently reworked this spell when I realized the source and what was trying to be accomplished. I really enjoy the spells tactical option of allies being able to move into the flux of light's return path to receive the temporary hit points, aka shield. Players could receive a total of 4 temp hp at level 1 and a max of 36 at level 17. I think it might not scale the best at higher levels, but it certainly shields many players possibly. Red Leg Leo (talk) 08:31, 24 February 2020 (MST)
- Support — I believe this spell is both balanced and unique, and deserving of becoming a quality article. You have to take damage within a turn to get the secondary temporary hit points and the fact that the spell doesn't immediately return to you is both thematic and interesting to play around with. Overall, a quite well made spell.--Blobby383b (talk) 21:55, 30 October 2021 (MDT)
- Comment — I'm having difficulty understanding how exactly this spell functions. To the best of my understanding, when you cast the spell, you send a "flux" out in a straight line to a point 30 feet away from you, granting yourself and any allies along its path certain benefits. The benefits in question are a small amount of temporary hit points (2 per spell level of the spell slot used), and a faint glow (5 feet of bright light plus 5 more feet of dim light). The flux then returns to you along a straight line at the start of your next turn, applying these benefits again to you and any allies it passes by at that point. I believe I've understood that well enough. But how long do these effects last? If an ally gains the temporary hit points from sending the flux out, but not also from the flux returning, do those hit points wear off sooner than ones gained by someone who was on the flux's return path? How long does the glow remain in place? What happens if the flux is unable to travel its full distance out, for whatever reason? What happens if there is no direct path between where the flux ends up and where you are at the start of your next turn? And most of all... when would you use this? Is such a small amount of temporary hit points, that wear off very soon after they're applied, really worth spending the spell slot on? --Kappatechy (talk) 03:47, 12 February 2023 (MST)