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Fly spell variants
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<blockquote data-quote="Edena_of_Neith" data-source="post: 385734" data-attributes="member: 2020"><p><strong>Stoneskin Supplement to the Fly Spells</strong></p><p></p><p>A special variant of Stoneskin needs to be developed to accompany the high-speed Fly spells.</p><p></p><p> A normal Stoneskin will not protect against crashes, bumps, or falls.</p><p> What is needed is a Stoneskin that will grant such protection, and then additional protection against various things (It needs to also be a Stonelungs spell, for example.)</p><p></p><p> In this way, your mage can rocket around, and if he meets a tree at 200 miles per hour, we do not have sushi mage-goo.</p><p> Also, the Stoneskin would protect against the occasional direct collision with birds - leaving squished birds but an intact mage.</p><p> Furthermore, the Stoneskin would protect against the inevitable pinprick hits of insects (which aren't so pinprick, at 200 mph!) and the buffeting force of the wind itself.</p><p></p><p> It would be reasonable to assume that, after a given amount of time in the air at 200 mph (more time if the mage is flying slower than that, less time if he is flying faster) one Stoneskin charge is lost, expended to protect the mage from the wind and insects.</p><p> If it is drizzling, double the rate of loss.</p><p> If it is raining lightly, triple it.</p><p> If it is raining moderately, quadruple it.</p><p> If it is raining heavily, quintuple it.</p><p> If it is a thundercloud with hail and deluges, the rate of loss is ten times normal.</p><p></p><p> This special version of Stoneskin will not work if the mage deliberately (but NOT accidental collisions!) targets a moving object with the intent to collide to cause damage, be it a golem, undead, animal, human or demihuman, or an animated tree.</p><p> So, the mage could run into a solid granite wall, bounce off, and take no damage.</p><p> But if the mage runs into a dragon, both the dragon and the mage take the 20d6 damage from the impact (the maximum possible such damage for collisions.)</p><p> In addition, the mage loses a Stoneskin charge from the impact, despite having received no benefit from it, but the rest of the charges remain until used up.</p><p></p><p> If the mage spends more than 30 minutes above 10,000 feet, a Stoneskin charge is lost.</p><p> This drops to 15 minutes, above 15,000 feet.</p><p> 10 minutes, above 20,000 feet.</p><p> 5 minutes, above 25,000 feet.</p><p> 3 minutes, above 30,000 feet.</p><p> 2 minutes, above 40,000 feet.</p><p> 1 minute, above 50,000 feet.</p><p> 30 seconds, above 60,000 feet.</p><p> 3 rounds, above 70,000 feet.</p><p> 2 rounds, above 80,000 feet.</p><p> 1 round, above 90,000 feet.</p><p> 2 charges per round, above 100,000 feet.</p><p> 4 charges per round, above 120,000 feet.</p><p> 6 charges per round, above 140,000 feet.</p><p> 8 charges per round, above 160,000 feet.</p><p> 10 charges per round, above 180,000 feet.</p><p> Flight above 200,000 feet is not possible in the atmosphere of an Earth-like world.</p><p></p><p> The Stoneskin does protect the recipient from the harmful effects of sudden attitude changes - that is, from abrupt changes in air pressure.</p><p> The Stoneskin enables the caster to breathe (at the cost in charges given above) up to 200,000 feet.</p><p></p><p> The Stoneskin does NOT protect the caster from cold or heat - additional spells must be cast for this purpose.</p><p></p><p> I am guessing this version of Stoneskin would be around 5th level. Possibly 6th level.</p></blockquote><p></p>
[QUOTE="Edena_of_Neith, post: 385734, member: 2020"] [b]Stoneskin Supplement to the Fly Spells[/b] A special variant of Stoneskin needs to be developed to accompany the high-speed Fly spells. A normal Stoneskin will not protect against crashes, bumps, or falls. What is needed is a Stoneskin that will grant such protection, and then additional protection against various things (It needs to also be a Stonelungs spell, for example.) In this way, your mage can rocket around, and if he meets a tree at 200 miles per hour, we do not have sushi mage-goo. Also, the Stoneskin would protect against the occasional direct collision with birds - leaving squished birds but an intact mage. Furthermore, the Stoneskin would protect against the inevitable pinprick hits of insects (which aren't so pinprick, at 200 mph!) and the buffeting force of the wind itself. It would be reasonable to assume that, after a given amount of time in the air at 200 mph (more time if the mage is flying slower than that, less time if he is flying faster) one Stoneskin charge is lost, expended to protect the mage from the wind and insects. If it is drizzling, double the rate of loss. If it is raining lightly, triple it. If it is raining moderately, quadruple it. If it is raining heavily, quintuple it. If it is a thundercloud with hail and deluges, the rate of loss is ten times normal. This special version of Stoneskin will not work if the mage deliberately (but NOT accidental collisions!) targets a moving object with the intent to collide to cause damage, be it a golem, undead, animal, human or demihuman, or an animated tree. So, the mage could run into a solid granite wall, bounce off, and take no damage. But if the mage runs into a dragon, both the dragon and the mage take the 20d6 damage from the impact (the maximum possible such damage for collisions.) In addition, the mage loses a Stoneskin charge from the impact, despite having received no benefit from it, but the rest of the charges remain until used up. If the mage spends more than 30 minutes above 10,000 feet, a Stoneskin charge is lost. This drops to 15 minutes, above 15,000 feet. 10 minutes, above 20,000 feet. 5 minutes, above 25,000 feet. 3 minutes, above 30,000 feet. 2 minutes, above 40,000 feet. 1 minute, above 50,000 feet. 30 seconds, above 60,000 feet. 3 rounds, above 70,000 feet. 2 rounds, above 80,000 feet. 1 round, above 90,000 feet. 2 charges per round, above 100,000 feet. 4 charges per round, above 120,000 feet. 6 charges per round, above 140,000 feet. 8 charges per round, above 160,000 feet. 10 charges per round, above 180,000 feet. Flight above 200,000 feet is not possible in the atmosphere of an Earth-like world. The Stoneskin does protect the recipient from the harmful effects of sudden attitude changes - that is, from abrupt changes in air pressure. The Stoneskin enables the caster to breathe (at the cost in charges given above) up to 200,000 feet. The Stoneskin does NOT protect the caster from cold or heat - additional spells must be cast for this purpose. I am guessing this version of Stoneskin would be around 5th level. Possibly 6th level. [/QUOTE]
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