Enlarge/Reduce: Because Sometimes Size Matters
Usable By: Artificer, Sorcerer, Wizard
Spell Level: 2
School: Transmutation
Casting Time: 1 Action
Range: 30 feet
Duration: Concentration up to 1 minute
Components: V, S, M (a pinch of powdered iron)
You cause a creature or an object you can see within range to grow larger or smaller for the duration. Choose either a creature or an object that is neither worn nor carried. If the target is unwilling, it can make a Constitution saving throw. On a success, the spell has no effect.
If the target is a creature, everything it is wearing and carrying changes size with it. Any item dropped by an affected creature returns to normal size at once.
Enlarge. The target’s size doubles in all dimensions, and its weight is multiplied by eight. This growth increases its size by one category—from Medium to Large, for example. If there isn’t enough room for the target to double its size, the creature or object attains the maximum possible size in the space available. Until the spell ends, the target also has advantage on Strength checks and Strength saving throws. The target’s weapons also grow to match its new size. While these weapons are enlarged, the target’s attacks with them deal 1d4 extra damage.
Reduce. The target’s size is halved in all dimensions, and its weight is reduced to one-eighth of normal. This reduction decreases its size by one category—from Medium to Small, for example. Until the spell ends, the target also has disadvantage on Strength checks and Strength saving throws. The target’s weapons also shrink to match its new size. While these weapons are reduced, the target’s attacks with them deal 1d4 less damage (this can’t reduce the damage below 1).
Review by Sam West, Twitter:@CrierKobold
I’m sorry internet, I just… I don’t think this spell is any good. I’ve tried, I really have, on a handful of characters of my own to make it work. I’ve seen player after player put it on their sheet, eager to make the barbarian enormous and squash the kobolds like puny bugs, but it just ends up being so lackluster. Enlarge/Reduce in play so often just feels like Divine Favor on a buddy for a 2nd level slot. That’s not particularly exciting to me.
Where I think the majority of problems with Enlarge/Reduce lies is in the difference between sizes. In terms of game mechanics, there just isn’t all that much benefit from shrinking a buddy, and shrinking an enemy will often just feel like you’re casting a bad save or die. Bane gives groups of enemies penalties to all their attacks and ability checks; reduce can drop one creature's damage by a d4 and impose disadvantage on Strength checks and saves. Hex can do the disadvantage part, no save required, and it is regularly referenced as a bonus extra you get with the d6 damage, not the main reason you consider casting the spell. It combines to be a mediocre effect regardless of which half you use in combat. That’s a bummer to me.
Its biggest sin is promising something it doesn’t deliver on. The fantasy of growing larger than life, becoming the giant or ogre, it’s appealing to a lot of martial characters. With no extra hit points, a mediocre bump in damage, and advantage on Strength checks and saves, which lets be honest is usually at most a grapple check or two, you are technically larger, you take up more spaces, but you don’t feel giant. You just deal a bit more damage. That’s it.
Out of combat, I want to love this spell. I want to cast it on a tiny familiar so they shrink small enough to sneak under the crack in the door. I want to cast it on a huge or gargantuan object just to see what happens when a frigate doubles in size in the harbor. The problems there are when taken literally, when considering what “space available” quantifies as. It narrows the growth portion substantially, and outside of shrinking tiny creatures, going from medium to small or small to tiny just isn’t a big enough drop in size to add all that many exciting new opportunities to explore the world with. Not all that practically, at least.
I see this spell everywhere and see it cast almost never. It's a concentration effect that has a cool promise it just can’t deliver on. If you’re wondering if you should take it, if it's the kind of magic you think is fun, give it a shot. If you’re wondering if it’ll be effective, I think the answer is no.
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