Need help designing a spell that triples base land speed

Angel Tarragon

Dawn Dragon
I'm itching to make a spell for my homebrew that can triple a creatures base land speed. It would have a range of touch. What level and what should the specifics of it be (classes, schools, domains, components and casting time)?

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Feet of Fury - ?
Trasmutatution
Level: Brd 3, Sor/Wiz 3
Components: V,S, M
Casting Time: 1 Standard Action
Range: Touch
Target: Creature Touched
Duration: 1 min./level

This spell adds 60' to unencumbered or uninhibited creatures, or 40' to encumbered or heavily armored (medium or heavier armor). This is adjustment is treated as an enhancement bonus. There is no other effect on other modes of movement such as burrow, climb, climb, fly or swim. As with with any affect that increases your speed, this spell effects your Jump bonus (see the Jump skill, page 77 of the PHB).

Material Component: A tuft of hair from a light horse
 
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Frukathka said:
I'm itching to make a spell for my homebrew that can triple a creatures base land speed. It would have a range of touch. What level and what should the specifics of it be (classes, schools, domains, components and casting time)?

Look at Longstrider and Expedious Retreat, and base it on those. Probably a 3rd level spell though.
 

3.5e seems to shy away from multiplying speed, and instead give absolute speed bonuses (3.5e expeditious retreat gives +30 ft speed, and monks get a speed bonus instead of a new speed rating). So instead of tripling speed, I'd make the spell give +60 ft. It should probably be a Sor/Wiz spell (possibly Bard as well), level 3 or so (same level as fly - this spell would be faster, but land-bound), Transmutation school, 1 min/level, and VS components. Basically, a bigger expeditions retreat.
 

Okay, here I go:

Feet of Fury - ?
Trasmutatution
Level: Brd 3, Drd 3, Rgr 3, Sor/Wiz 3, Travel 3
Components: V,S, M
Casting Time: 1 Standard Action
Range: Touch
Target: Creature Touched
Duration: 1 min./level

This spell increases you base land speed by 60 feet. (This is adjustment is treated as an enhancement bonus.) There is no other effect on other modes of movement such as burrow, climb, climb, fly or swim. As with with any affect that increases your speed, this spell effects your jumping distance (see the Jump skill, page 77 of the PHB).

Material Component: A tuft of hair from a light horse

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Thoughts?
 

I'm not sure it should be a Druid and Ranger spell. Both those classes get Longstrider instead of Expeditious Retreat, giving a smaller bonus but for a longer time. A druid or ranger version of the spell should give +20 or 30 ft for one hour per level. Also, it probably shouldn't be a domain spell, since those only have one spell per level.

Oh, and in 3.5, speed doesn't affect distance the way it did in 3.0. Instead, speed gives a bonus to jumping skill. Unfortunately, it's not a direct correlation: it's -6 per 10 ft below 30, and +4 per 10 ft above. But I'd say "the spell affects your Jump bonus" rather than "jumping distance".
 

Jumping distance is limited by height. If you want the spell to bypass that, you can simply say that max jump distance is increased either by a multiplier, or simply removed.

Otherwise, that looks good, though I agree with Staffan about the ranger/druid issue.
 

Bront said:
Jumping distance is limited by height. If you want the spell to bypass that, you can simply say that max jump distance is increased either by a multiplier, or simply removed.

I thought that was changed in 3.5...?
 

Ok, apparently it only applies to high jump now, not long jump. I could have sworn that it used to apply to long jump as well, but perhaps I either misread it, or it was erattaed.
 

Staffan said:
So instead of tripling speed, I'd make the spell give +60 ft. It should probably be a Sor/Wiz spell (possibly Bard as well), level 3 or so (same level as fly - this spell would be faster, but land-bound), Transmutation school, 1 min/level, and VS components. Basically, a bigger expeditions retreat.
+60 ft. to base speed means that even a dwarf in full plate is faster than a cheetah or a horse.
No rider on a horse can catch this dwarf enhanced by spell.
The range of a dispel magic to dispel this spell is 100 ft +10ft/level. So you get only one chance to dispel the spell (except using dim door or the same spell).
Enhanced by your spell the range of a charge is (base speed + 60 ft.)x2
That means 120 ft. + 2x base speed per round. The mentioned dwarf in full plate charges out of the normal range of a heavy repeating crossbow and attacks the person operating this heavy repeating crossbow with his waraxe in one! round.
Or imagine a warhorse enhanced by this spell.
Or an archer with the shot on the run feat.

For faster movement than expeditous retreat exists already a spell. The spell is called dimension door. :)

Wind walk is also a spell with a fast movement rate.
 

Bront said:
Ok, apparently it only applies to high jump now, not long jump. I could have sworn that it used to apply to long jump as well, but perhaps I either misread it, or it was erattaed.
It doesn't apply to either. You're probably thinking of the "vertical reach" thing, which is not a limit to your jumping, but a measure of how much you can add to the jumps you're capable of if your goal is to just jump up and grab hold of something. If you have a ledge that's 10 feet above the ground, you could never hope to jump up and land on it, but you could jump up and grab it. That's what the vertical reach is for.

yennico said:
+60 ft. to base speed means that even a dwarf in full plate is faster than a cheetah or a horse.
No rider on a horse can catch this dwarf enhanced by spell.
The range of a dispel magic to dispel this spell is 100 ft +10ft/level. So you get only one chance to dispel the spell (except using dim door or the same spell).
Enhanced by your spell the range of a charge is (base speed + 60 ft.)x2
That means 120 ft. + 2x base speed per round. The mentioned dwarf in full plate charges out of the normal range of a heavy repeating crossbow and attacks the person operating this heavy repeating crossbow with his waraxe in one! round.
Or imagine a warhorse enhanced by this spell.
Or an archer with the shot on the run feat.
Compare it to Fly. Fly gives you a straight speed of 60 ft (40 when encumbered), and lets you move in three dimensions. This spell instead increases your speed by 60 ft (same as fly), but instead of allowing 3D movement you get to add your normal land speed.
Also, note that the spell increases your base speed. It should be modified by encumbrance, although that won't affect the plated dwarf - but that's a dwarf issue, not an issue with this spell. An armored human would "only" have an effective move of 60 ft with the spell, not 80 ft.
 

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