Cloud Chariot and Cloud Fortress
Pioneered by the wizard Malthalious the Inquisitor, these spells create magical flying clouds that can transport multiple people discreetly and in comfort.
Could Chariot
Conjuration (creation)
Level: Sor/Wiz 6, Air 6
Components: V, S
Range: Short
Effect: Cloud Chariot, 5sq ft / two levels
Duration: 1 hour/level
This spell conjures a magical flying cloud chariot that can transport multiple people. It is under the mental control of the caster, and can fly 40 ft with average maneuverability, but can also hover. When used to travel long distances, it can cover 8 miles per hour. The cloud chariot can transport one medium sized creature for every two caster levels. The chariot is 5 square ft. for every person it can transport. While the caster is not on the chariot, or is not mentally directing it (a free action), the chariot simply hovers in place, and may be moved by strong winds.
Cloud Fortress
Could Chariot
Conjuration (creation)
Level: Sor/Wiz 9, Air 9
Components: V, S
Range: Personal
Effect: Cloud Fortress, up to three 10-ft. cubes/level (S)
Duration: 1 hour/level
This spell conjures a magical flying cloud fortress that can transport and house multiple people. It is under the mental control of the caster, and can fly 40 ft with average maneuverability, but can also hover. When used to travel long distances, it can cover 8 miles per hour. The cloud fortress can accommodate creatures based on it’s layout (see below). While the caster is not on the fortress, or is not mentally directing it (a free action), the fortress simply hovers in place, and may be moved by strong winds.
The fortress may have any design the caster wishes, up to the limits of the spell’s effect: three 10-ft cubes / caster level. The fortress is furnished and contains sufficient foodstuffs to serve a nine-course banquet to a dozen people per caster level. A staff of near-transparent servants (as many as two per caster level), liveried and obedient, wait upon all who enter. The servants function as unseen servant spells except that they are visible and can go anywhere in the fortress.
This spell can be made permanent with a Permanency spell at a cost of 5000 xp.
Posted in Uncategorized and tagged air domain, sorcerer / wizard spell, spell level 6, spell level 9 by Adam A. Thompson with no comments yet.
Phase Object
What a drag it is getting old.
This spell was discovered by the elder wizard Faduardo Gantonín in the Phyloctæte, who was hell-bent on prolonging his life. Sadly for him, he never made it very far (only a round forward and a round back), but other mages have since put this magic to good use in less grandiose contexts.
Phase Object (Time / Transmutation) Lvl 6
Transmutation [Time]
Level: Cleric 6, Sor/Wiz 6
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Effect: One object shifts in time in defined cycles
Duration: 1 cycle/level (see text)
Saving Throw: see text
Spell Resistance: Yes
By waving her index finger and repeating the verbal component, Os-Il-Ate, the caster shifts an object in time one round forward or back from the present, alternating back-present-forward-present and so on for 1 cycle/lvl. The caster must continue the verbal component at relative intervals to maintain the spell. This doesn’t interfere with other spells since the verbal component is so simple.
If cast on a container (no larger than a bag), all the items inside the container also phase shift in time. Certain mages have found ways to cast the spell on on the items inside the bag, creating the Bag of Withholding (future post — or is it past?). The downside to this spell is that items can become lost in time if the caster is not careful, trapped one round in the past of the caster.
The Greater version of the spell (9th level) allows the caster to shift a number of items up to their level a number of cycles up to their level into the future and past.
Posted in Spell and tagged cleric spell, cleric spell level 6, sorcerer / wizard spell, sorcerer / wizard spell level 6, spell level 6, time, transmutation by Stephen Hilderbrand with no comments yet.
Spell: Studied Divination
Studied Divination is a spell that allows the caster to gain insight into future events. It is especially useful for the DM to introduce a threat that the players must eventually face, as it gives vague warnings about a future threat.
“Studied Divination”
Divination
Level: Clr 3, 6 and 9, Drd 3, 6 and 9, Sor/Wiz 3, 6 and 9.
Components: V, S, M/DF, F
Casting Time: 1 month of 2 hrs/day
Range: See text
Effect self
Duration: instantaneous
Saving Throw: Will negates (harmless)
Spell Resistance: no
This spell allows the caster, through long and careful study, to gain portents regarding developing or distant events. Through the careful study of the stars, throwing of yarrow sticks, the study of sacrificial entrails, drawing of runes, the study of cards, throwing of bones, entering sacred trances, or some similar activity, the caster may be able to gain knowledge of important events that are of interest to him. As a secondary effect, the caster may know weather certain mundane events will come to weal or woe, such as the prosperity of a wedding, weather the establishment of a certain field will be fruitful or other similar mundane events.
The knowledge so divined is limited to vague portents, easily misunderstood. At 3rd level it is limited to knowledge regarding a single town or county not more then one month in the future. At 6th level it can relate to a kingdom for a year, and at 9th can regard a world for a decade. Information and prophecy gained can be misunderstood, and is not necessarily foolproof (the future is not set), or can be self-fulfilling (aka, you can’t escape fate). The specific information given is left to the discretion of the DM.
The casting of this spell requires it’s preparation and casting every day for a month. The casting itself requires a quiet place of study where the caster may examine the signs for the required two hours, the divination objects themselves (which cost 500, 5,000, and 50,000gp at the respective levels), and a successful knowledge arcana, nature or religion check at the end of the casting (DC 15, 25, and 35, respectively). This check is made in secret by the dungeon master. Failure represents a confused or unclear interpretation of events.
Posted in Spell and tagged cleric spell, divination, druid spell, sorcerer / wizard spell, spell level 3, spell level 6, spell level 9 by Adam A. Thompson with no comments yet.