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View Full Version : D&D 5e/Next 2 new utility spells: dig and flying vessel



mictrepanier
2020-12-26, 11:07 AM
Your opinion ?

Dig
level 2 - transmutation
Casting time: 1 action (Ritual)
Range: contact
Components: V, S, M (a piece of metal)
Duration: 1 hour
This spell grants a digging speed of 5 feet, digging a 5'x5' tunnel.
Sorcerer; Wizard

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you can target on additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.

Flying Vessel
level 6 - transmutation
Casting time: 1 action
Range: 90 feet
Components: V, S, M (a vehicule or carpet)
Duration: Concentration, up to 8h
Sorcerer; Warlock ; Wizard

You make an object fly, for example a water vehicle or a carpet, to a maximum of 2 sizes bigger than the caster. The target gains a flight speed of 30 feet for the duration of the spell. When the spell ends, the target falls if it is still in the air, unless a fall can be prevented. Each creature that uses an oar to paddle (in the air) increases speed by 5 feet. Sails may also raise the speed, according to DM.

The immobilized vehicle, emptied of its occupants, remains at a height of 5 feet in the air.

At higher levels. When you cast this spell using a spell slot of 7th level or higher, you can increase the target's flight speed by 15 feet for each additional spell level.

Note: A warlock's patron may require limitations instead of concentration,such as not invoking the name of their God or signing themselves, otherwise the spell will end. Some ask for the soul of their summoners. The spell level may then be significantly lowered.

sandmote
2020-12-29, 12:13 AM
Dig should probably specify what sort of materials you can dig through (ex: sand, dirt, stone) and what sort of tunnel is left behind. For anything more than loose earth or dirt the spell is probably too low level.

The material component for Flying Vessel should have a listed GP price and probably specify you're casting the spell on the provided material. You should maybe explain how you steer the thing. In either case I don't think concentration is strictly necessary: it could ruin the entire party if you lose concentration (as during an aerial encounter). Compare Wind Walk, which lets you travel much faster but makes it incredibly awkward to fight while under the effects of the spell.