D&D 5E 3 new utility spells: dig, flying vessel and increaded load

peterka9

Explorer
So a few language cleanups:

1) Digging speed isn't a thing in 5e. Do you mean burrow speed?

2) Increased Load - Charge Capacity, do you mean your carrying capacity?

So lets compare Flying Vehicle to Wind Walk, which handling 10 creatures effectively performs a similar function.

Wind Walk does not require concentration, 8 hour duration, gives a speed of 300 (and you can dash for 600 ft movement), and allows you descend safely if the spell ends (a big advantage with fly spells). There is also the secondary benefit that you look like a cloud from a stealth perspective. The major disadvantage is you really can't take any actions except move and it takes time to transform back, which is a big deal if you are attacked. Of course, with a 600 ft speed, there are very few things that will be able to keep up with you and attack you for long, so realistically you are pretty darn safe from most aggression.

Comparing them, in terms of a spell for travel, Wind Walk ultimately is the superior option to me. So I would lower your spell to 5th level to make it more appealing.
ok for 5th level!
 

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peterka9

Explorer
Well, let's compare the two spells:

Here is yours, Increased Load (IL):

And Enhanced Ability (EA):
View attachment 130549

Level 1 (IL) vs. Level 2 (EA) - IL is better
Range 30 feet vs. Touch - IL is better
Casting Time 1 action (ritual) vs. 1 action - IL is better
Components both VSM - no winner
Duration 10 minutes vs 1 hour (both concentration) - EA is better

Both allow double carrying capacity. Now, as you say you are restricting the Strength ability checks advantage to only carrying and lifting, but a creative player could apply that to things like grappling ("I want to lift him over head and throw him!") and it would easily apply to feat such as lifting a gate or something.

EA has the benefits of more universal application of advantage, and you can have it work for ANY ability score (not just Strength) as well as affecting more than one target if cast at higher spell level. But since the Strength component in IL allow continuously heavier loads with higher level slots, it can make you stronger than EA.

IL is better in many ways at doing what it does (more focused) than EA, and as a ritual can be used over and over without hindrance. Rituals, IMO, are one of the most powerful features for Wizards, and this would certainly be a boon for them IMO.

IDK, given that Enhanced Ability already exists, I can't see a good reason for such a spell... but YMMV of course.
Of course, enhanced ability is the best spell. But unless everyone agree to get extra effets with an higher spell slot, i got to create a new spell! Modifying EA can easly double carrying capacity with any extra level...
 


aco175

Legend
Dig feels a bit overpowered. 20ft per round of burrow speed is quite powerful unless it is like a bullette where the hole closes behind you. Otherwise one soldier could burrow under the city wall in less that a minute allowing a whole army to pass through. I would think about changing it to 5ft/round or 20ft/minute. Maybe have something about the area you can dig like a 10x10x10 cube per minute or something.
 

Ancalagon

Dusty Dragon
So a few language cleanups:

1) Digging speed isn't a thing in 5e. Do you mean burrow speed?

2) Increased Load - Charge Capacity, do you mean your carrying capacity?

So lets compare Flying Vehicle to Wind Walk, which handling 10 creatures effectively performs a similar function.

Wind Walk does not require concentration, 8 hour duration, gives a speed of 300 (and you can dash for 600 ft movement), and allows you descend safely if the spell ends (a big advantage with fly spells). There is also the secondary benefit that you look like a cloud from a stealth perspective. The major disadvantage is you really can't take any actions except move and it takes time to transform back, which is a big deal if you are attacked. Of course, with a 600 ft speed, there are very few things that will be able to keep up with you and attack you for long, so realistically you are pretty darn safe from most aggression.

Comparing them, in terms of a spell for travel, Wind Walk ultimately is the superior option to me. So I would lower your spell to 5th level to make it more appealing.
I disagree with this assessment, because you failed to consider that the vessel could be enormous in size. This is a world changing spell.
 


peterka9

Explorer
Dig feels a bit overpowered. 20ft per round of burrow speed is quite powerful unless it is like a bullette where the hole closes behind you. Otherwise one soldier could burrow under the city wall in less that a minute allowing a whole army to pass through. I would think about changing it to 5ft/round or 20ft/minute. Maybe have something about the area you can dig like a 10x10x10 cube per minute or something.
5 ft/round should be fine. A 5x5' tunnel. Needs more than 1 person to dig a larger tunnel.
 

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