Nellisir
Hero
Fly
Transmutation
Level: Sor/Wiz 3, Travel 3
Components: V, S, F/DF
Casting Time: 1 standard action
Range: Touch
Target: Object touched
Duration: 1 min./level
Spell Resistance: Yes (harmless)
This spell causes an object to fly under the caster’s control. The caster must be touching the object to direct it. The object can fly at a speed of 40 feet (or 30 feet if it carries a medium or heavy load). It can carry creatures or objects as if it had a Strength score of 10 + caster’s magic rating, plus the caster. It can ascend at half speed and descend at double speed, and its maneuverability is good. Directing a flying object to move requires a move action. The caster can command the object to charge, but not run.
Should the spell duration expire while the object is still aloft, the magic fails slowly. The object floats downward 60 feet per round for 1d6 rounds. If it reaches the ground in that amount of time, it lands safely. If not, it falls the rest of the distance, and the object and any riders take 1d6 points of damage per 10 feet of fall. Since dispelling a spell effectively ends it, the object also descends in this way if the fly spell is dispelled, but not if it is negated by an antimagic field.
Arcane Focus: A wing feather from any bird.
Fly, Greater
Transmutation
Level: Sor/Wiz 5
Duration: 1 hour./level
This spell functions like fly, except the object’s carrying capacity is doubled (as though it were a Large creature), and it can be directed by anyone on it. If two creatures attempt conflicting directions, they must make opposed Will checks. The character with the higher result controls the object for one round. The caster automatically wins all opposed checks to direct the flying object.
Because I wanted to bring broomsticks and carpets back into the game....
Cheers
Nell.
Transmutation
Level: Sor/Wiz 3, Travel 3
Components: V, S, F/DF
Casting Time: 1 standard action
Range: Touch
Target: Object touched
Duration: 1 min./level
Spell Resistance: Yes (harmless)
This spell causes an object to fly under the caster’s control. The caster must be touching the object to direct it. The object can fly at a speed of 40 feet (or 30 feet if it carries a medium or heavy load). It can carry creatures or objects as if it had a Strength score of 10 + caster’s magic rating, plus the caster. It can ascend at half speed and descend at double speed, and its maneuverability is good. Directing a flying object to move requires a move action. The caster can command the object to charge, but not run.
Should the spell duration expire while the object is still aloft, the magic fails slowly. The object floats downward 60 feet per round for 1d6 rounds. If it reaches the ground in that amount of time, it lands safely. If not, it falls the rest of the distance, and the object and any riders take 1d6 points of damage per 10 feet of fall. Since dispelling a spell effectively ends it, the object also descends in this way if the fly spell is dispelled, but not if it is negated by an antimagic field.
Arcane Focus: A wing feather from any bird.
Fly, Greater
Transmutation
Level: Sor/Wiz 5
Duration: 1 hour./level
This spell functions like fly, except the object’s carrying capacity is doubled (as though it were a Large creature), and it can be directed by anyone on it. If two creatures attempt conflicting directions, they must make opposed Will checks. The character with the higher result controls the object for one round. The caster automatically wins all opposed checks to direct the flying object.
Because I wanted to bring broomsticks and carpets back into the game....
Cheers
Nell.