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Vehicle Spells?
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<blockquote data-quote="doctorbadwolf" data-source="post: 7960895" data-attributes="member: 6704184"><p>Okay, some ideas. </p><p></p><p>MacMannanan's Magical Vehicle</p><p>Level 3 Conjuration</p><p>Range: 30 ft</p><p>Components: V, S, M*</p><p>Duration: 24 hours</p><p></p><p>You conjure a vehicle of your choice made of wood suitable to the vehicle's function. The vehicle take the shape of a carriage or a ship, or of a specialized vehicle of your devising, as permitted by the DM. It's dimensions are no greater than 60 ft on any side, and must be of a shape and wieght that will function for it's purpose. </p><p>When you cast the spell, you choose what type of vehicle it is, and what traits it has. Land vehicles and water vehicles are detailed below, each has basic rules, and options to choose from when you cast the spell. Regardless of the vehicle, no more than 5 crew are required to operate the vehicle, as any other crew requirement is met by the magic of the spell. When you cast the spell, you designate a Pilot, which can be yourself or another creature within range of the spell. The pilot can hand over control of the vessel at any time as a bonus action, and a creature can take control from an unconscious pilot as an action.</p><p></p><p>A land vehicle has a normal speed of 60 ft, or 10 miles per hour, and can continue moving for up to the full duration of the spell, provided a driver is present at all times. A water vehicle has (as longboat speed and movement, but maybe a bit faster, since it's cool and magic). </p><p></p><p>You can choose two of the following features for your vehicle when you cast the spell. </p><p></p><p>*Animated Crew. Fey spirits come to the vehicle, giving it a full compliment of semi-corporeal crew who are friendly to you and your allies, and who talk amongst themselves, relay orders, and sing working songs. They operate the vehicle, repair it if needed, and perform any other necessary function that would normally be performed by a skilled crew, and will try to defend the vehicle in a fight, using the statistics for Guards, equiped with shortswords and shortbows. If a crew drops to 0hp, it returns to the Feywild and will not return until you cast the spell again, though it bears you no ill will. In a land vehicle, these crew may ride alongside the vehicle, or may take the form of tiny flying creatures like sprites.</p><p></p><p>*Special Speed. A land vehicle gains either a climbing speed equal to it's normal speed, and ignores difficult terrain, or gains a burrowing speed equal to it's normal speed, and is fully enclosed while moving, with a round window of nearly indestructible glass in front of the driver. A burrowing vehicle also gains [ac boost and more hp]. A water vehicle gains either a fly speed equal to it's normal movement, or it's sails are always full as if traveling with the wind. </p><p> You can choose this feature twice, gaining both benefits for your vehicle type. </p><p></p><p>*Spacious Interior. The interior areas of your vehicle are doubled in size, and are appointed with comfortable and clean beds, and simple washing bowls full of clean water, soap, and towels. </p><p></p><p><strong><em>At higher levels. </em></strong>when you cast the spell at 4th level or higher, you can increase the size of a water vehicle by 20 ft in length, or a land vehicle by 5ft in any dimension, and add another feature to the vehicle. You can do so again for every level above 4th at which you cast the spell.</p><p></p><p>*<em>a plank of wood</em></p><p></p><p></p><p>Okay, so I'd be willing to make it level 4, but for now i just copied Galder's Tower. It lets you make a temporary airship, is the main thing that worries me. I might make that it's own spell by itself. </p><p></p><p>In fact, it might be more fun to split this into about 3 spells. </p><p>1 to conjure a vehicle, and have a more Galder-style choice of fairly mundane luxuries, </p><p>a spell to conjure fey spirits to become a crew and give some cool but not flying movement buffs, </p><p>and a spell that makes your vehicle fly. </p><p></p><p>IDK. Thoughts?</p></blockquote><p></p>
[QUOTE="doctorbadwolf, post: 7960895, member: 6704184"] Okay, some ideas. MacMannanan's Magical Vehicle Level 3 Conjuration Range: 30 ft Components: V, S, M* Duration: 24 hours You conjure a vehicle of your choice made of wood suitable to the vehicle's function. The vehicle take the shape of a carriage or a ship, or of a specialized vehicle of your devising, as permitted by the DM. It's dimensions are no greater than 60 ft on any side, and must be of a shape and wieght that will function for it's purpose. When you cast the spell, you choose what type of vehicle it is, and what traits it has. Land vehicles and water vehicles are detailed below, each has basic rules, and options to choose from when you cast the spell. Regardless of the vehicle, no more than 5 crew are required to operate the vehicle, as any other crew requirement is met by the magic of the spell. When you cast the spell, you designate a Pilot, which can be yourself or another creature within range of the spell. The pilot can hand over control of the vessel at any time as a bonus action, and a creature can take control from an unconscious pilot as an action. A land vehicle has a normal speed of 60 ft, or 10 miles per hour, and can continue moving for up to the full duration of the spell, provided a driver is present at all times. A water vehicle has (as longboat speed and movement, but maybe a bit faster, since it's cool and magic). You can choose two of the following features for your vehicle when you cast the spell. *Animated Crew. Fey spirits come to the vehicle, giving it a full compliment of semi-corporeal crew who are friendly to you and your allies, and who talk amongst themselves, relay orders, and sing working songs. They operate the vehicle, repair it if needed, and perform any other necessary function that would normally be performed by a skilled crew, and will try to defend the vehicle in a fight, using the statistics for Guards, equiped with shortswords and shortbows. If a crew drops to 0hp, it returns to the Feywild and will not return until you cast the spell again, though it bears you no ill will. In a land vehicle, these crew may ride alongside the vehicle, or may take the form of tiny flying creatures like sprites. *Special Speed. A land vehicle gains either a climbing speed equal to it's normal speed, and ignores difficult terrain, or gains a burrowing speed equal to it's normal speed, and is fully enclosed while moving, with a round window of nearly indestructible glass in front of the driver. A burrowing vehicle also gains [ac boost and more hp]. A water vehicle gains either a fly speed equal to it's normal movement, or it's sails are always full as if traveling with the wind. You can choose this feature twice, gaining both benefits for your vehicle type. *Spacious Interior. The interior areas of your vehicle are doubled in size, and are appointed with comfortable and clean beds, and simple washing bowls full of clean water, soap, and towels. [B][I]At higher levels. [/I][/B]when you cast the spell at 4th level or higher, you can increase the size of a water vehicle by 20 ft in length, or a land vehicle by 5ft in any dimension, and add another feature to the vehicle. You can do so again for every level above 4th at which you cast the spell. *[I]a plank of wood[/I] Okay, so I'd be willing to make it level 4, but for now i just copied Galder's Tower. It lets you make a temporary airship, is the main thing that worries me. I might make that it's own spell by itself. In fact, it might be more fun to split this into about 3 spells. 1 to conjure a vehicle, and have a more Galder-style choice of fairly mundane luxuries, a spell to conjure fey spirits to become a crew and give some cool but not flying movement buffs, and a spell that makes your vehicle fly. IDK. Thoughts? [/QUOTE]
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