Fly (Sorcerer/Wizard Spell): Difference between revisions

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| School=<onlyinclude>{{#ifeq:{{{transcludesection|School}}}
| School=<onlyinclude>{{#ifeq:{{{transcludesection|School}}}
| School|[[transmutation]]
| School|[[transmutation]]
::'''''Domain:''''' travel 3, void 3
:::'''''Subdomain:''''' azata (chaos, good) 3, feather 3
::'''''Elemental School:''''' air 3
}}</onlyinclude>
}}</onlyinclude>
::'''''Domain:''''' [[travel Domain|travel]] 3, [[void Domain|void]] 3
:::'''''Subdomain:''''' [[azata Subdomain|azata]] (chaos, good) 3, [[feather Subdomain|feather]] 3
::'''''Elemental School:''''' [[air (Arcane School)|air]] 3


| CastTime=<onlyinclude>{{#ifeq:{{{transcludesection|CastTime}}}
| CastTime=<onlyinclude>{{#ifeq:{{{transcludesection|CastTime}}}
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}}</onlyinclude>
}}</onlyinclude>


| Description = The subject can [[fly]] at a speed of 60 feet (or 40 feet if it wears medium or heavy armor, or if it carries a medium or heavy load). It can ascend at half speed and descend at double speed, and its maneuverability is good. Using a ''Fly ''spell requires only as much concentration as walking, so the subject can attack or cast spells normally. The subject of a ''Fly ''spell can charge but not [[run]], and it cannot carry aloft more weight than its maximum load, plus any armor it wears. The subject gains a +3 [[competence bonus]] on [[Movement (Fly)]] skill checks to control its flight.
| Description = The subject can [[fly]] at a speed of 60 feet (or 40 feet if it wears medium or heavy armor, or if it carries a medium or heavy load). It can ascend at half speed and descend at double speed, and its maneuverability is good. Using a ''Fly ''spell requires only as much [[concentration]] as walking, so the subject can attack or cast spells normally. The subject of a ''Fly ''spell can charge but not [[run]], and it cannot carry aloft more weight than its maximum load, plus any armor it wears. The subject gains a +3 [[competence bonus]] on [[Movement (Fly)]] skill checks to control its flight.


: Should the spell duration expire while the subject is still aloft, the magic fails slowly. The subject 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, taking 1d6 points of damage per 10 feet of fall. Since dispelling a spell effectively ends it, the subject also descends safely in this way if the ''Fly ''spell is dispelled, but not if it is negated by an [[Antimagic Field (Spell)]].
: Should the spell duration expire while the subject is still aloft, the magic fails slowly. The subject 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, taking 1d6 points of damage per 10 feet of fall. Since dispelling a spell effectively ends it, the subject also descends safely in this way if the ''Fly ''spell is dispelled, but not if it is negated by an [[Antimagic Field (Spell)]].

Revision as of 11:41, 2 July 2017

Level: Alchemist 3Sorcerer/Wizard 3
School: transmutation
Domain: travel 3, void 3
Subdomain: azata (chaos, good) 3, feather 3
Elemental School: air 3

Casting

Casting Time: 1 standard action
Components: V, S, F (a wing feather)

Effect

Range: touch
Target or Area: creature touched
Duration: 1 min/lvl
Saving Throw: WILL negates (harmless)
Save DC: -
Spell Resistance: Yes

Description

The subject can fly at a speed of 60 feet (or 40 feet if it wears medium or heavy armor, or if it carries a medium or heavy load). It can ascend at half speed and descend at double speed, and its maneuverability is good. Using a Fly spell requires only as much concentration as walking, so the subject can attack or cast spells normally. The subject of a Fly spell can charge but not run, and it cannot carry aloft more weight than its maximum load, plus any armor it wears. The subject gains a +3 competence bonus on Movement (Fly) skill checks to control its flight.
Should the spell duration expire while the subject is still aloft, the magic fails slowly. The subject 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, taking 1d6 points of damage per 10 feet of fall. Since dispelling a spell effectively ends it, the subject also descends safely in this way if the Fly spell is dispelled, but not if it is negated by an Antimagic Field (Spell).
See Falling Damage if something bad happens!



Mana Burn Circle Damage

Spell Circle Burn Cost Req'd Char Level Base Dice Max Dice
0 N/A N/A 1d4 per 2 character levels max of 4d4 at character level 8
1 N/A 1st 1d6 per character level max of 4d6 at character level 4
2 +1 3rd 1d6 per character level max of 6d6 at character level 6
3 +1 5th 1d6 per character level max of 10d6 at character level 10
4 +1 7th 1d6+1 per character level max of 12d6+12 at character level 12
5 +1 9th 1d6+1 per character level max of 15d6+15 at character level 15
6 +1 11th 1d6+2 per character level max of 16d6+32 at character level 16
7 +1 13th 1d6+2 per character level max of 20d6+40 at character level 20
8 +1 15th 1d6+3 per character level max of 21d6+63 at character level 21
9 +1 17th 1d6+3 per character level max of 25d6+75 at character level 25
10 +1 19th 1d6+4 per character level max of 25d6+100 at character level 25
11 +1 21st 1d6+5 per character level max of 25d6+125 at character level 25
12 +1 23rd 1d6+6 per character level max of 27d6+162 at character level 27
13 +1 25th 1d6+7 per character level max of 27d6+189 at character level 27
14 +1 27th 1d6+8 per character level max of 29d6+232 at character level 29
15 +1 29th 1d6+9 per character level max of 29d6+261 at character level 29
16 +1 31st 1d6+10 per character level max of 30d6+300 at character level 30
17 +1 33rd 1d6+11 per character level max of 30d6+330 at character level 30
18 +1 35th 1d6+12 per character level max of 30d6+360 at character level 30