The Harbinger
Explorer
Hi guys. I've written this spell up for a wizard of mine who is currently sixth level. I've compared it to the spells Fly and Gaseous Form, looked at the maneuverability info in the DMG, and then I did a little basic math to keep the range of potential travel to a reasonable limit for what would be a 7th level wizard - about 140 miles at the first level it would be available for.
The reason for this creation is that I'm endeavoring to make my character ore unique by demonstrating his interest in evocation and manipulation of elemental powers - which is not something that I want to enact through specializing in evocation (which I'm not interested in). It's his schtick basically - his theme. I'll be purchasing some handmade, embroidered light-leather robes (to protect him a little from fire, and for show - they'll have some element stylizing)
Thoughts? My DM suggested I post this for some feedback for the two of us. Our campaign is set in the FR - thus necessitating travel over long distances.
Ellanimiere’s Celestial Celerity
Transmutation
Level: Sor/Wiz 4
Components: V, S
Casting Time: 1 action
Range: Personal
Target: You or one willing creature
Duration: 10 minutes/level
The subject or another willing creature and all her gear (up to maximum encumbrance) undergo a sudden physical transmutation into a celestial globe – comet-like in appearance – solely for the purpose of travel. In this form the subject cannot attack, communicate, or cast spells and as a side effect the globe sizzles and crackles with flames (non-combustible) which make an audible roar as the subject moves - heard by those within 30 feet (DC 15). Maneuverability is considered poor and the subject can move at a maximum rate of 1054 feet per round – effectively 2 miles/minute. At this rate the subject can take note of the area passed over, but with very little detail, and the subject moves too fast to be targeted. At a reduced rate - but no less than half movement (the minimum speed to stay aloft) - she can better see detail of the area she passes over, but she can be targeted.
Should the spell duration expire while the subject is still aloft, the magic fails quickly. The subject drops 60 feet per round for 1d4 rounds. If she reaches the ground in that amount of time, she lands safely. If not, she falls the rest of the distance (falling damage is 1d6 per 10 feet of fall). Since dispelling a spell effectively ends it, the subject also falls in this way if the spell is dispelled.
This transmuted form may only be entered into and exited once during duration.
Thanks for your help!
**** Edited to increase feet/round - how does this affect balance, bearing in mind the usefulness of the spell compared to teleport and improved teleport for a 20th level wizard -- I'd like for this spell to continue to be relevant throughout the character's life.
The reason for this creation is that I'm endeavoring to make my character ore unique by demonstrating his interest in evocation and manipulation of elemental powers - which is not something that I want to enact through specializing in evocation (which I'm not interested in). It's his schtick basically - his theme. I'll be purchasing some handmade, embroidered light-leather robes (to protect him a little from fire, and for show - they'll have some element stylizing)
Thoughts? My DM suggested I post this for some feedback for the two of us. Our campaign is set in the FR - thus necessitating travel over long distances.
Ellanimiere’s Celestial Celerity
Transmutation
Level: Sor/Wiz 4
Components: V, S
Casting Time: 1 action
Range: Personal
Target: You or one willing creature
Duration: 10 minutes/level
The subject or another willing creature and all her gear (up to maximum encumbrance) undergo a sudden physical transmutation into a celestial globe – comet-like in appearance – solely for the purpose of travel. In this form the subject cannot attack, communicate, or cast spells and as a side effect the globe sizzles and crackles with flames (non-combustible) which make an audible roar as the subject moves - heard by those within 30 feet (DC 15). Maneuverability is considered poor and the subject can move at a maximum rate of 1054 feet per round – effectively 2 miles/minute. At this rate the subject can take note of the area passed over, but with very little detail, and the subject moves too fast to be targeted. At a reduced rate - but no less than half movement (the minimum speed to stay aloft) - she can better see detail of the area she passes over, but she can be targeted.
Should the spell duration expire while the subject is still aloft, the magic fails quickly. The subject drops 60 feet per round for 1d4 rounds. If she reaches the ground in that amount of time, she lands safely. If not, she falls the rest of the distance (falling damage is 1d6 per 10 feet of fall). Since dispelling a spell effectively ends it, the subject also falls in this way if the spell is dispelled.
This transmuted form may only be entered into and exited once during duration.
Thanks for your help!
**** Edited to increase feet/round - how does this affect balance, bearing in mind the usefulness of the spell compared to teleport and improved teleport for a 20th level wizard -- I'd like for this spell to continue to be relevant throughout the character's life.
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