Travel

Travel


Travel 1 - Expeditious Retreat
Cost: 1 Mana
Range: Self
Wits + Arcana + Travel
Duration: 1 Scene
This spell increases your base land speed by + 5 per success

Travel 2 - Secure Shelter
Cost 2 Mana
Range: 100 feet
Intelligence + Survival + Travel
Duration: 1 day per success
20-ft.-square structure
You conjure a sturdy cottage or lodge made of material that is common in the area where the spell is cast. The floor is level, clean, and dry. In all respects the lodging resembles a normal cottage, with a sturdy door, two shuttered windows, and a small fireplace.

The shelter has no heating or cooling source (other than natural insulation qualities). Therefore, it must be heated as a normal dwelling, and extreme heat adversely affects it and its occupants. The dwelling does, however, provide considerable security otherwise—it is as strong as a normal stone building, regardless of its material composition. The dwelling resists flames and fire as if it were stone. It is impervious to normal missiles (but not the sort cast by siege engines or giants).

The door, shutters, and even chimney are secure against intrusion, the former two being arcane locked and the latter secured by an iron grate at the top and a narrow flue. In addition, these three areas are protected by an alarm spell. Finally, a number of unseen servants are conjured to provide service to you for the duration of the shelter.

The secure shelter contains rude furnishings —eight bunks, a trestle table, eight stools, and a writing desk.

At Travel 4, you can create a mansion by spending 3 Mana
You conjure up an extradimensional dwelling that has a single entrance on the plane from which the spell was cast. The entry point looks like a faint shimmering in the air that is 4 feet wide and 8 feet high. Only those you designate may enter the mansion, and the portal is shut and made invisible behind you when you enter. You may open it again from your own side at will. Once observers have passed beyond the entrance, they are in a magnificent foyer with numerous chambers beyond. The atmosphere is clean, fresh, and warm.

You can create any floor plan you desire to the limit of the spell’s effect. The place 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 mansion.

Since the place can be entered only through its special portal, outside conditions do not affect the mansion, nor do conditions inside it pass to the plane beyond.

Travel 3 - Water Breathing
Cost 2 Mana
Range: Touch
Intelligence + Arcana + Travel
Duration: 1 day per success
This spell allows one person per success to breathe water in addition to air for the duration. At travel for this allows recipients to breathe any kind of air, and at travel 5 this allows the targets to not breathe.

Travel 4 - Flight
Cost 4 Mana
Range: Touch
Intellegance + Athletics + Travel
Duration: 1 day per success
This spell allows the caster or one target per success to fly at a speed equal to their ground speed.

Travel 5 - Teleportation
Cost 5 Mana
Range: Self and 1 willing creature per success
This spell instantly transports you to a designated destination, which may be as distant as 1000 miles per success. You may also bring one additional willing size 6 or smaller creature per success. All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you. You must have some clear idea of the location and layout of the destination. The clearer your mental image, the more likely the teleportation works. Areas of strong physical or magical energy may make teleportation more hazardous or even impossible.

To see how well the teleportation works, roll d% and consult the Teleport table. Refer to the following information for definitions of the terms on the table.

Familiarity
“Very familiar” is a place where you have been very often and where you feel at home. “Studied carefully” is a place you know well, either because you can currently see it, you’ve been there often, or you have used other means (such as scrying) to study the place for at least one hour. “Seen casually” is a place that you have seen more than once but with which you are not very familiar. “Viewed once” is a place that you have seen once, possibly using magic.

“False destination” is a place that does not truly exist or if you are teleporting to an otherwise familiar location that no longer exists as such or has been so completely altered as to no longer be familiar to you.
On Target - You appear where you want to be.
Off Target - You appear safely a random distance away from the destination in a random direction. Distance off target is d% of the distance that was to be traveled. The direction off target is determined randomly
Similar Area - You wind up in an area that’s visually or thematically similar to the target area.
Generally, you appear in the closest similar place within range. If no such area exists within the spell’s range, the spell simply fails instead.

Mishap - You and anyone else teleporting with you have gotten “scrambled.” You each take 1 bashing damage, and you reroll on the chart to see where you wind up. Each time “Mishap” comes up, the characters take more damage and must reroll.

Familiarity On Target Off Target Similar Area Mishap
Very familiar 01-97 98-99 100 —
Studied carefully 01-90 91-95 96-98 99-100
Seen casually 01-50 51-64 65-74 75-100
Viewed once 01-20 20-33 34-49 50-100
False destination — — 01-19 20-100

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