Water walk....still seems useful to me personally.
For starters, it affects up to ten people, meaning you can cast it on the whole party and some leftover npcs. Unless you have a 10 person party for some reason.
Second, it works on things other than water. YOu can walk across acid, mud, snow, quicksand etc, as if it were solid ground. You can still take heat damage from lava, but it's probably a lot less damage than being 'in' lava depending on your DM. It could allow the party to quickly traverse mud, snow, acid, quicksand etc safely and quickly without being slowed down or risking sinking etc. There could also be situations where being able to stand on water instead of swimming could still be useful as well.
Is it a niche spell? Sure. But it's not a useless spell for a water breather, especially in a party focused game like D&D.
The same question might be asked of land races - do we need so many elves, or 3 different heights of grey-skinned underground-people?
The anser is yes, because none of them are any less for the others existing - Tritons don't make Sea Elves less splashy (badum ts), and frankly I would like to see (and intend to make) many more underwater races.
Water walk....still seems useful to me personally.
For starters, it affects up to ten people, meaning you can cast it on the whole party and some leftover npcs. Unless you have a 10 person party for some reason.
Second, it works on things other than water. YOu can walk across acid, mud, snow, quicksand etc, as if it were solid ground. You can still take heat damage from lava, but it's probably a lot less damage than being 'in' lava depending on your DM. It could allow the party to quickly traverse mud, snow, acid, quicksand etc safely and quickly without being slowed down or risking sinking etc. There could also be situations where being able to stand on water instead of swimming could still be useful as well.
Is it a niche spell? Sure. But it's not a useless spell for a water breather, especially in a party focused game like D&D.
It just seems absolutely bizarre that a race of sea people who can swim and breathe in water would inherently know how to make themselves and others around them (in natural environments, other people that can swim and breathe water) able to walk on top or suddenly float to the surface. That seems like a really good way to give all of your buddies the Bends and potentially kill them.
They’re not breathing pressurized air, so bends won’t be a problem.
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Water walk....still seems useful to me personally.
For starters, it affects up to ten people, meaning you can cast it on the whole party and some leftover npcs. Unless you have a 10 person party for some reason.
Second, it works on things other than water. YOu can walk across acid, mud, snow, quicksand etc, as if it were solid ground. You can still take heat damage from lava, but it's probably a lot less damage than being 'in' lava depending on your DM. It could allow the party to quickly traverse mud, snow, acid, quicksand etc safely and quickly without being slowed down or risking sinking etc. There could also be situations where being able to stand on water instead of swimming could still be useful as well.
Is it a niche spell? Sure. But it's not a useless spell for a water breather, especially in a party focused game like D&D.
The same question might be asked of land races - do we need so many elves, or 3 different heights of grey-skinned underground-people?
The anser is yes, because none of them are any less for the others existing - Tritons don't make Sea Elves less splashy (badum ts), and frankly I would like to see (and intend to make) many more underwater races.
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They’re not breathing pressurized air, so bends won’t be a problem.