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General Tabletop Discussion
*Pathfinder & Starfinder
Need help designing a spell that triples base land speed
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<blockquote data-quote="squat45" data-source="post: 2264996" data-attributes="member: 20921"><p>My 2 cents, like the spell. So what if a dwarf in full plate is faster than a cheetah... spells such as bull's strength can make a human as strong as a bear, it can make a human jump insane distances and even fly. The key word in all this is MAGIC, D&D is full of it and makes the unbelieveable doable. I would make the spell more tactical, maybe change the duration to 1 round/level (or something like that) to ensure that the spell needs to be cast during combat. </p><p> </p><p>Flight is a VERY powerful effect, and the fly spell at 3rd level is actually one of the best spells at that level. You can bypass many natural hazards, bypass natural or built defenses and do forth. Comparing FoF to fly is just a matter of what you value more. Personally, even with the +60 movement rate, I would typically take flight over FoF... much more versitile. </p><p> </p><p>Having FoF with a range of personal... worthless, essentially something to help run away from combat. Having FoF remove encumberance, worthless to anyone not wearing armour or carrying a load. Why cast FoF on a monk instead of fly? Why cast FoF on the Fighter Rogue? </p><p> </p><p>So what about limited chances to "dispel" FoF anyways? Enemy spellcaster casts the spell... next round runs away. At the end of the round, archers and spellcasters still have a few options - they can shoot at longer ranges or cast long range spells. Many spells you can move and then cast a spell (so you get a little closer), but this is a good spell to get out of a fight really quickly but giving "some" options to get rid of. Dimension Door can't be dispelled and im many circumstances, it is a perfect getaway. Same with Teleport. They are perfect and thus higher level (no good way to dispel).</p><p> </p><p>As I mentioned earlier, I see this more of a tactical spell... remember, this doesn't give any additional ability to turn, so in dungeons or tight quarters, the effect of this spell is somewhat limited... thus giving more options to dispel or counter.</p></blockquote><p></p>
[QUOTE="squat45, post: 2264996, member: 20921"] My 2 cents, like the spell. So what if a dwarf in full plate is faster than a cheetah... spells such as bull's strength can make a human as strong as a bear, it can make a human jump insane distances and even fly. The key word in all this is MAGIC, D&D is full of it and makes the unbelieveable doable. I would make the spell more tactical, maybe change the duration to 1 round/level (or something like that) to ensure that the spell needs to be cast during combat. Flight is a VERY powerful effect, and the fly spell at 3rd level is actually one of the best spells at that level. You can bypass many natural hazards, bypass natural or built defenses and do forth. Comparing FoF to fly is just a matter of what you value more. Personally, even with the +60 movement rate, I would typically take flight over FoF... much more versitile. Having FoF with a range of personal... worthless, essentially something to help run away from combat. Having FoF remove encumberance, worthless to anyone not wearing armour or carrying a load. Why cast FoF on a monk instead of fly? Why cast FoF on the Fighter Rogue? So what about limited chances to "dispel" FoF anyways? Enemy spellcaster casts the spell... next round runs away. At the end of the round, archers and spellcasters still have a few options - they can shoot at longer ranges or cast long range spells. Many spells you can move and then cast a spell (so you get a little closer), but this is a good spell to get out of a fight really quickly but giving "some" options to get rid of. Dimension Door can't be dispelled and im many circumstances, it is a perfect getaway. Same with Teleport. They are perfect and thus higher level (no good way to dispel). As I mentioned earlier, I see this more of a tactical spell... remember, this doesn't give any additional ability to turn, so in dungeons or tight quarters, the effect of this spell is somewhat limited... thus giving more options to dispel or counter. [/QUOTE]
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Need help designing a spell that triples base land speed
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