Kerrick
First Post
Avoiding this whole argument thing (because I don't care): I could easily see someone near or over 20th level building/creating a floating island/castle/whatever; it's a stronghold - that's what epic PCs do. All you'd have to do is alter the raise island spell, add reverse gravity and telekinesis (I don't know how anyone missed that) and voila - a moving, flying island. Build a castle on it, and you've got a moving, flying stronghold. Whether or not it's assailable is irrelevant; it's just plain cool. It's something that a reclusive wizard would create, just like a demiplane/pocket dimension.
As for the rest:
As for the rest:
So find or make a different spell for each movement mode. You've already got fly, animate objects, and phase door; telekinesis will work for sailing (above or below the water).Flying, sailing, driving, diving and burrowing are different means of transportaion.
Does it matter? Your thinking is too limited. You're creating a permanent magic item, not casting a spell on something. Figure out a base size, determine a cost, and you're good to go. I seriously recommend checking out my legendary spells and grand rituals. I have a couple things like skycastle (creates a floating castle) that should give you some ideas.- How much space/volume/mass could you affect with a single spell?
As much as a vehicle of its size would.- How much carrying capacity should it provide?
As fast as you think is reasonable. Land-based transport shouldn't be faster than a PC can run; flying machines could reasonably fly faster (use the carpet as a guide), and use the movement rules for ships (I'd say a self-propelled ship would be treated as one that's being rowed).- How fast should each type of vehicle be able to move?
See above. How do you bind all those spells into a magical item?- How do you bind the effects to each other for a massive singular effect?
- How do you bind them all to a single, semi-mechanical semi-magical, command unit? How do you guard one?
Look at the apparatus of kwalish or mighty servant of Leuk-O artifacts in the 1E DMG. Those will give you some idea. I'd say nothing short of a targeted disjunction should affect such things, though greater dispel might work on limited parts, or for a short duration (they're permanent items, after all).- How hard should it really be to dispel/destroy such an endeavor?
Add the spells. Duh. I think having a phasing or teleporting "phone booth" (for lack of a better term) would be cool - everyone piles in, you utter the command word, and *poof* you appear somewhere else. For things like this, though, you really need rules like these.- What about Plsne Shift/Etherealness/Teleportation?