Tenser's floating Disk

fafhrd said:
How about Water walk?

Gah, you're right. Total lapse of thinking on my part.

I totally forgot about water walk.

And being a level 3 spell, and taking into account Caliban's statement I am inclinded to agree that the disk does not cross water more than 3 ft deep.
 

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I rode one, but...

I rode a tensor's, and thought it was great fun (let's see, purple wurms, tremorsense.... let's float along in midair on a tensor's!!) But that doesn't change the fact I think riding it is overpowered. I don't have strong reasons, but several weak ones taken together:

1) Compare to Rabbitfoot, a 1st level druid/ranger spell in Scarred Lands. Rabbitfoot gives +2/caster level, max of +10, move silently bonus. A Druid casting it at 1st level gets a +2 bonus.

Tensor's disk allows the user to float along completely silently for hours. A wizard casting it at first level gets an unbeatable move silent bonus. It should be pointed out that this is not a perfect substitution: it does not allow the user to manipulate objects any more silently.

2) Comparison to levitation/Waterwalk: Already discussed.

3) Nullify Tremorsense: ridden, the disk completely counters tremorsense. not bad...

4) Higher ground: If 3' up in the air doesn't give you +1 melee for being on higher ground, I don't know what does.

5) Traps: most traps will not be triggered by someone floating along on a tensor's... they are pressure sensitive or have tripwires within 6" of the floor. Most things a Halfling can walk into a disk can float over.

6) Flexibility: Combine all the advantages just given with the fact that it can also be used to nullify load requirements for your entire party/save you the cost of a packhorse.

Not to mention the other creative uses of having an instant stepladder around (+3 foot vertical jump, for example).

Taken all together, these make riding the disk seem pretty potent, and importantly, pretty flexible. Flexible enough that it's worth it to memorize a tensor's every day, almost irregardless of what sort of activity is being engaged in or what level the party is at. And that is why I think it's overpowered.

That having been said, without an official ruling it's up to the individual DM to determine if an overpowered ability may be used.
 

"If not otherwise directed, it maintains a constant interval of 5 feet between itself and you."

This certainly implies that the disk can be directed to act somewhat differently. There are a number of specific limitations given, but riding it seems fair game: The disk is simply being 'directed' to carry a particular 'load' in a given direction.

The other limits should certainly be enforced rigorusly though (weight, 3' above the ground - NOT water, lava, acid etc.)]

A'Mal
 

longhairmathgeek said:
1) Compare to Rabbitfoot, a 1st level druid/ranger spell in Scarred Lands. Rabbitfoot gives +2/caster level, max of +10, move silently bonus. A Druid casting it at 1st level gets a +2 bonus.
3rd party spells, especially those from scarred lands, are hardly an effective metric for spell power.
Tensor's disk allows the user to float along completely silently for hours. A wizard casting it at first level gets an unbeatable move silent bonus. It should be pointed out that this is not a perfect substitution: it does not allow the user to manipulate objects any more silently.
Please point out to me where it says that anyone on the disc moves in total silence.

Or where it says flying characters need never make move silently rolls.

Or... Etc. Move silently applies to all creatures, regardless of their method of movement.
2) Comparison to levitation/Waterwalk: Already discussed.
That just makes waterwalk an awful spell. Compare it to fly or even alter self. They're better at providing movement across water than tenser's is.
3) Nullify Tremorsense: ridden, the disk completely counters tremorsense. not bad...
There should be SOMETHING out there that does this.
4) Higher ground: If 3' up in the air doesn't give you +1 melee for being on higher ground, I don't know what does.
Yeah, good point. That applies whether it can be ridden or not though - you can always put the melee fighter on it.
5) Traps: most traps will not be triggered by someone floating along on a tensor's... they are pressure sensitive or have tripwires within 6" of the floor. Most things a Halfling can walk into a disk can float over.
Or a halfling can jump over.
6) Flexibility: Combine all the advantages just given with the fact that it can also be used to nullify load requirements for your entire party/save you the cost of a packhorse.
Unless you actually pay attention to the fact that the disk isn't really that large... And of course this can be done with the mount spell as well.
Not to mention the other creative uses of having an instant stepladder around (+3 foot vertical jump, for example).
Cool.
Taken all together, these make riding the disk seem pretty potent, and importantly, pretty flexible. Flexible enough that it's worth it to memorize a tensor's every day, almost irregardless of what sort of activity is being engaged in or what level the party is at. And that is why I think it's overpowered.
Rofl. You're a funny man. Compare it with other (wizard) spells of the level in other situations and I think you might have to reconsider.
 

I dunno if it's overpowered, but I think the rules in the PH make it pretty clear the disc follows the caster. And something can't "follow" if it itself is the means of locomotion. Someone said the wizard could walk on the disc itself, but I think that's rather silly unless the wizard has the Moonwalking feat.
 

Ogrork the Mighty said:
I dunno if it's overpowered, but I think the rules in the PH make it pretty clear the disc follows the caster. And something can't "follow" if it itself is the means of locomotion. Someone said the wizard could walk on the disc itself, but I think that's rather silly unless the wizard has the Moonwalking feat.
It follows, unless directed otherwise. Don't forget that bit.
 

I think it's pretty clear that the "unless otherwise directed" is referring to the distance interval from the caster and nothing else. It accompanies the caster not the other way around. The idea of a vehicular platform is cool. I think a spell should be created to perform in such a fashion. I don't believe that TFD is that spell.
 
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fafhrd said:
I think it's pretty clear that the "unless otherwise directed" is referring to the distance interval from the caster and nothing else. It accompanies the caster not the other way around. The idea of a vehicular platform is cool. I think a spell should be created to perform in such a fashion. I don't believe that TFD is that spell.
I don't think it's "pretty clear" that that is what it means at all. I think it means that it follows me unless I direct it to do something other than follow me.
 

So you can "otherwise direct it" to come closer than the default of 5 feet. The spell still states that the disc "accompanies you". Riding on the disc would be you accompanying it, not the other way around.
 

What's more fun, riding it, or having your idea shot down? Sure, people argue game balance, but riding a disk won't break your game.

This is the kind of creative use of a spell I try to encourage in my games. Also, reading through the description:
"The disk also winks out if you move beyond range or try to take the disk more than 3 feet away from the surface beneath it."

so if a wizard was riding it in a combat situation and somebody tried to lift the disk and everything on it, it would wink out....or it wouldn't, cause the wizard has to be the one to try to move it....or pretty soon we'd have the dreaded high-level-wizard-riding-a-disk-loaded-up-with-a-lot-of-weight-so-it-can't-be-lifted juggernaught.
 

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