10 Most Frustrating Spells For Dungeon Masters

3. Leomund's Tiny Hut/Mordenkainen's Magnificent Mansion

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"Adventuring" is supposed to be the most enjoyable part of an adventuring party. After all, that's what the game is designed for: the thrill of unknown peril and riches all at the tips of a ragtag group of heroes. But what if someone just decided to take all of the risk out of that?

That's the theme of both of these spells. Leomund's Tiny Hut and its big Brother, Mordenkainen's Magnificent Mansion are both designed to give players a reprieve from the dangers of the outside world. The Hut is designed as a dome of pure magical energy that is climate-controlled, indestructible, and can change its color so that people cannot see through it while those inside can look out.

The Mansion is an entirely different beast altogether. In essence a pocket dimension, a door appears out of nowhere and allows for an entire mansion to be created with whatever characters need inside. Spectral servants, food, luxurious rooms, all available at the very thought of its creator.

Meanwhile, those cool ambushes or plot hooks that the Dungeon Master had crafted for the night go entirely missed. These spells simply remove the players from the outside world, giving them ample time to lick their wounds, plan, and, otherwise, refuse to deal with consequences outside of their little magical plot of land.

Contributor

A former Army vet who kept his sanity running D&D games for his Soldiers. I'll have a bit of D&D, pro wrestling, narrative-driven video games, and 80's horror movies, please and thank you.