Today we’re going to take a look at the d&d 5e crown spell of madnessWhich, according to me, is One of the coolest spells you can useBut a lot of people aren’t super impressed by it. I’ll get into why i like it and why i think a lot of people aren’t super happy about it a little bit later on here. It is first of all usable by the Bard, sorcerer. Warlock. Wizard.This is the majority of the main players in the game, and naturally by extension any other person with access to their spell list. It is located in the Handbook for the good old playersIt is essential that everyone has access to it. In any case if you haven’t checked our dnd 5e epic spellsYou can still follow the link if desired. Now let’s take a look at its mechanics.

Mechanics

  • Niveau: 2nd
  • Casting Time 1 Action
  • Range/Area 120 feet
  • Components: V, S
  • Duration: 1 Minute (Concentration).
  • School Enchantment
  • Attack/Save: WIS Save
  • Damage/Effect Charmed

Cast time is good for a standard 1 action, but the range is insane at 120 feet. The duration is one minute. This is why a lot of criticism is directed at concentration. This is the effect at a glance:

If you are able to see within a certain range, one of the humanoids you choose should succeed on a wisdom saving throw. Or else you can charm that person for a period of time. Once the target is charmed, a twisted crown wrought of jagged steel will be placed on its head. Its eyes also glow with madness.

The charmed victim must use its action before it moves to its next turn. This is for making a melee assault against any creature other than its own that you mentally select. The target can behave normally on its turn, if it does not choose any creature or if they are out of reach.

Also, read: horrid wilting 5e

You should make sure that your actions are used to keep the control of the target intact on the next turn. Or else, the spell may end. The target can also make a Wisdom saving throw at the end of each turn. Finaly, the spell will terminate upon its success.

You must suggest with one hand and incant the other. The school is called enchantment. Now let’s take a look at its full description and kind of flesh it out a little bit better.

Description

You can charm any humanoid of your choosing within a given range. They should be able to see you or make a wisdom saving throwing. This is how the target is charmed.Agged iron appears on its forehead and even madness glows in its eyes.

To make a melee assault against a creature other that itself, the charmed victim must use any of its actions. If you choose none of these creatures or none within your reach, the target may act normal upon its turn.

However, on your next turns, you should be capable of using your action to maintain control. TargetOr else, the spell shall end. You could target a Wisdom saving throw at the end of each turn. Thus, once the spell is successful, it will end.

Charmed:

The biggest drawbacks to this are concentration and the need to burn extra actions to keep it running. The way is what follows the charmed effect.

The charmed creature can’t either attack the charmer or target the charmer with some harmful abilities or the magical effects.

Naturally, charmers have an advantage over all of their clients. Ability checks to socially interact with the creature. It is vital to remember that the charmed condition should not be overlooked. I can definitely see. People who have lots of problems with this spell decide this is a bad spell. It specifies that the melee attack must be performed. Unfortunately, this excludes spells and ranged attacks. So bear that in mind as well if you’re using it. In any case let’s move on to some alternative uses.

Crown of Madness 5E Spell Attributes

Casting Time 1 action
Range 120 feet
Components V
Durability Concentration for up to 1 minute
Level 2
School Enchantment
Classes Bard, Sorcerer Warlock Wizard
Name Crown of Madness
Other uses of DnD5E Crown of Madness

This spell should not be used in combat. Truth is, between the actions and concentration, and the limited number of options available to you, combat offers better options than any other cantrip.

This could cause you serious grief if you used it on an extremely powerful enemy fighter. It will at most cause your enemy team a lot more headaches than it will save you time to create a better plan.

This can be used to very effectively on creatures who have a bad habit of running away or slipping away. A minute is a long time in combat, especially if you have more people. So this could be a great way to fix that problem. You could also use it on a figure of authority such as a king or noble or lord something like that and you could cause them to essentially go berserk and their guards would be in a strange position or they could attack said figure of authority for fear of losing their lives after the fact but they also couldn’t ignore the fact that he was going on a rampage.

So, it’d be very interesting and would do a great job of creating a huge distraction. I believe that leveraging the range in this spell is a smart move. It puts you in a position to execute a lot more complicated plans than it would otherwise be.