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Celestial Celerity - a new spell for travelling
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<blockquote data-quote="The Harbinger" data-source="post: 728299" data-attributes="member: 3243"><p><strong>Version 2.0</strong></p><p></p><p>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.</p><p></p><p><span style="color: skyblue"><span style="font-family: 'times new roman'"><strong>Ellanimiere’s Celestial Celerity</strong> </span> </span> </p><p><span style="font-family: 'times new roman'">Transmutation</span></p><p><span style="font-family: 'times new roman'">Level: Sor/Wiz 4</span></p><p><span style="font-family: 'times new roman'">Components: V, S</span></p><p><span style="font-family: 'times new roman'">Casting Time: 1 minute</span></p><p><span style="font-family: 'times new roman'">Range: Personal </span></p><p><span style="font-family: 'times new roman'">Target: You or one willing creature</span></p><p><span style="font-family: 'times new roman'">Duration: 15 minutes/level</span></p><p> <span style="font-family: 'times new roman'"></span></p><p><span style="font-family: 'times new roman'">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.</span></p><p><span style="font-family: 'times new roman'"></span></p><p><span style="font-family: 'times new roman'">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.</span></p><p><span style="font-family: 'times new roman'"></span></p><p><span style="font-family: 'times new roman'">This transmuted form may only be entered into and exited once during duration.</span></p><p><span style="font-family: 'times new roman'"></span></p><p></p><p>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)</p></blockquote><p></p>
[QUOTE="The Harbinger, post: 728299, member: 3243"] [b]Version 2.0[/b] 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. [COLOR=skyblue][FONT=times new roman][B]Ellanimiere’s Celestial Celerity[/B] [/FONT] [/COLOR] [FONT=times new roman]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. [/FONT] 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) [/QUOTE]
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Celestial Celerity - a new spell for travelling
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