Celestial Celerity - a new spell for travelling

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.
 
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Cool.

I think the spell is right on, but what if the caster collides with something, like a stone cliff? Is there damage associated? How about someone that wants to grapple if the caster is motionless? I like the static electricity/harmless flames effect.
Can the caster change back to normal at will and then back?

I think the max range you are assuming is at level 20 the caster can travel 100 miles in 3 hours and 20 minutes. Not bad.
 


Version 2.0

Ok, I've done some playing with this to modify its usefulness and to clarify when I want it to be useful (no longer in combat, as the casting time required is now 1 minute). By altering the duration of minutes/round to 15, that makes the maximum distance allowed at 20th level (with Extend Spell) 1200 miles. That's a range that I'm happy with - it'd be a long journey across Faerun even with that distance (10 hours!). Final thoughts anyone else? I'm thinking I will leave off the stats on collision damage -- it gets a little detailed and I'd rather than be a DM call.

Ellanimiere’s Celestial Celerity
Transmutation
Level: Sor/Wiz 4
Components: V, S
Casting Time: 1 minute
Range: Personal
Target: You or one willing creature
Duration: 15 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.


Someone want to make some spell creation suggestions - as in, what spells should be studied to understand how to create this? (just looking for some roleplaying elements)
 

Great spell, I think I'll 'borrow' it...

Is the destination of the globe determined at casting? Do you set the direction after the spell starts? Can you navigate the globe inside, doing such things as a loop around a large region, or change destinations half way through a journey?

This spell happens to beg for a Greater version that can carry multiple people. Just make a bigger bubble...

Wall of Force & Otiluke's various Spheres all seem like reasonable candidates as 'base spells', particularly telekinetic sphere. If I were to play up the elemental decor of the spell, I might also emphasize Flaming Sphere, and if I were to give it a slightly otherplanar aspect (like how no inertia is involved, if that's the case?) then Ethereal Jaunt might be good. And, of course, Fly...

I figure every 2 or 3 of such relevant spells known, should give a +1 circumstance bonus to the research check.
 

Khorod said:
Great spell, I think I'll 'borrow' it...

Is the destination of the globe determined at casting? Do you set the direction after the spell starts? Can you navigate the globe inside, doing such things as a loop around a large region, or change destinations half way through a journey?

Hmm, great question. I had considered all along that it would be a transmuted form of the caster (or recipient) that was maneuverable (though poorly) - thus allowing some looping and change of direction.

It seems you are also hinting at a different feature for the spell too - that it allows some sort of small globe to carry a group. That indeed might be a nice Improved variant.

Thanks so much for your input! I'm still pondering what you've hypothesized...hmmm....
 


Two other spells that needs to be mentioned as measurement spells are Expeditious Retreat and Phantasmal Mount. Both are important travel spells for the teleport-less Wizard.

Edit: I love the spell though, Medieval f-15... Hey, could you make a version where you could launch volleys of fireballs as you roared overhead?
 
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Claymore Writes...
Hey, could you make a version where you could launch volleys of fireballs as you roared overhead?

Hmm... if the wizard is turning into a ball of cosmic fire, I bet a more powerful version could allow the wizard to 'drop' balls of flame at 1d10 per point of temporary Constitution damage...

The implications of this spell are nifty.
 

Ellanimiere’s Orbstrike
Divination
Level: Sor/Wiz 2
Components: V, S
Casting Time: 1 action
Range: 2108 ft. / Long (400 ft. + 40 ft. / level)
Target: One allied spellcaster
Duration: 2 rounds

Ellanimiere’s Orbstrike is only used in conjunction with Ellanimiere’s Celestial Celerity. The caster, which must be within range of his intended target, calls upon assistance from any other spellcaster within 2108 ft. that is under the influence of Ellanimiere’s Celestial Celerity. The person under the effect of Ellanimiere’s Celestial Celerity has two rounds in which the no-spells disadvantage of Ellanimiere’s Celestial Celerity is negated. He may only attack the target that has been chosen by the caster of Ellanimiere’s Orbstrike. He must use spells which produce some sort of "missile" effect, such as Magic Missile, Fireball or Delayed Blast Fireball. If he is close enough to the target, he can even cast two spells within the duration of Ellanimiere’s Orbstrike.
Since the person affected by Ellanimiere’s Celestial Celerity is moving at such great speed, the person on the ground will have almost no warning of the incoming attack. Therefore, he suffers a -4 penalty to any Reflex saving throws required by the spells cast by the person affected with Ellanimiere’s Celestial Celerity.

"This is Alpha Alpha Mike Two, requesting Fireball at heading Two-Zero-Niner, Distance Two-Four-Four. Come in Alpha Bravo Zulu Five!"
"This is Alpha Bravo Zulu Five. Comming around for attack, Fireball incomming in Zero-Five Seconds, Target is Locked"
 
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