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ShortQuests -- Pocket Sized Adventures! An all-new collection of digest-sized D&D adventures designed for 1-2 game sessions.
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Variant Fly spell - Opinions?
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<blockquote data-quote="Nellisir" data-source="post: 2211697" data-attributes="member: 70"><p><strong><span style="font-family: 'Fritz'"><span style="font-size: 10px">Fly</span></span></strong></p><p><span style="font-family: 'Times New Roman'">Transmutation</span></p><p><span style="font-family: 'Times New Roman'"><strong>Level:</strong> Sor/Wiz 3, Travel 3</span></p><p><span style="font-family: 'Times New Roman'"><strong>Components:</strong> V, S, F/DF</span></p><p><span style="font-family: 'Times New Roman'"><strong>Casting Time:</strong> 1 standard action</span></p><p><span style="font-family: 'Times New Roman'"><strong>Range:</strong> Touch</span></p><p><span style="font-family: 'Times New Roman'"><strong>Target:</strong> Object touched</span></p><p><span style="font-family: 'Times New Roman'"><strong>Duration:</strong> 1 min./level</span></p><p><span style="font-family: 'Times New Roman'"><strong>Spell Resistance:</strong> Yes (harmless)</span></p><p><span style="font-family: 'Times New Roman'">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.</span></p><p><span style="font-family: 'Times New Roman'">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 <em>fly </em>spell is dispelled, but not if it is negated by an <em>antimagic field</em>.</span></p><p><span style="font-family: 'Times New Roman'"><em>Arcane Focus: </em>A wing feather from any bird.</span></p><p> </p><p><strong><span style="font-family: 'Fritz'"><span style="font-size: 10px">Fly, Greater</span></span></strong></p><p><span style="font-family: 'Times New Roman'">Transmutation</span></p><p><span style="font-family: 'Times New Roman'"><strong>Level:</strong> Sor/Wiz 5</span></p><p><span style="font-family: 'Times New Roman'"><strong>Duration:</strong> 1 hour./level</span></p><p><span style="font-family: 'Times New Roman'">This spell functions like <em>fly</em>, 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.</span></p><p> </p><p></p><p><span style="font-family: 'Times New Roman'">Because I wanted to bring broomsticks and carpets back into the game....</span></p><p><span style="font-family: 'Times New Roman'">Cheers</span></p><p><span style="font-family: 'Times New Roman'">Nell.</span></p></blockquote><p></p>
[QUOTE="Nellisir, post: 2211697, member: 70"] [b][font=Fritz][size=2]Fly[/size][/font][/b] [font=Times New Roman]Transmutation[/font] [font=Times New Roman][b]Level:[/b] Sor/Wiz 3, Travel 3[/font] [font=Times New Roman][b]Components:[/b] V, S, F/DF[/font] [font=Times New Roman][b]Casting Time:[/b] 1 standard action[/font] [font=Times New Roman][b]Range:[/b] Touch[/font] [font=Times New Roman][b]Target:[/b] Object touched[/font] [font=Times New Roman][b]Duration:[/b] 1 min./level[/font] [font=Times New Roman][b]Spell Resistance:[/b] Yes (harmless)[/font] [font=Times New Roman]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.[/font] [font=Times New Roman]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 [i]fly [/i]spell is dispelled, but not if it is negated by an [i]antimagic field[/i].[/font] [font=Times New Roman][i]Arcane Focus: [/i]A wing feather from any bird.[/font] [b][font=Fritz][size=2]Fly, Greater[/size][/font][/b] [font=Times New Roman]Transmutation[/font] [font=Times New Roman][b]Level:[/b] Sor/Wiz 5[/font] [font=Times New Roman][b]Duration:[/b] 1 hour./level[/font] [font=Times New Roman]This spell functions like [i]fly[/i], 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.[/font] [font=Times New Roman]Because I wanted to bring broomsticks and carpets back into the game....[/font] [font=Times New Roman]Cheers[/font] [font=Times New Roman]Nell.[/font] [/QUOTE]
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