Koningkrush
2018-03-03, 02:48 PM
Shooting Star
3rd Level Transmutation
Casting Time: 1 minute
Range: Self
Components: V, S, M (Fire and a bird's feather)
Duration: 8 hours
You channel energy within and grant yourself a flying speed of 300 ft. You can only take dash actions in this state. When traveling you appear to be a streaking ball of flame akin to a comet. If you should still be in the air when this spell wears off, you fall the remaining distance. You can choose to crash into something or someone to deal 5d10 fire damage to both yourself and the target.
Spell effect ends if you choose to crash.
Which is a modified version of
Wind Walk
6th Level Transmutation
Casting Time: 1 minute
Range: 30 ft
Components: V S M (Fire and holy water)
Duration: 8 hours
Classes: Druid
You and up to ten willing creatures you can see within range assume a gaseous form for the duration, appearing as wisps of cloud. While in this cloud form, a creature has a flying speed of 300 feet and has resistance to damage from nonmagical weapons. The only actions a creature can take in this form are the Dash action or to revert to its normal form. Reverting takes 1 minute, during which time a creature is incapacitated and can't move. Until the spell ends, a creature can revert to cloud form, which also requires the 1-minute transformation.
If a creature is in cloud form and flying when the effect ends, the creature descends 60 feet per round for 1 minute until it lands, which it does safely. If it can't land after 1 minute, the creature falls the remaining distance.
I had a player present this to me because no real long-term travel spells exist other than Wind Walk. His reasoning for 3rd level is that it's from 11 targets to Self Only and that you lose resistance to nonmagical weapons in addition to being super obvious rather than invisible.
I myself am on the fence between 3rd and 4th level for the slot.
3rd Level Transmutation
Casting Time: 1 minute
Range: Self
Components: V, S, M (Fire and a bird's feather)
Duration: 8 hours
You channel energy within and grant yourself a flying speed of 300 ft. You can only take dash actions in this state. When traveling you appear to be a streaking ball of flame akin to a comet. If you should still be in the air when this spell wears off, you fall the remaining distance. You can choose to crash into something or someone to deal 5d10 fire damage to both yourself and the target.
Spell effect ends if you choose to crash.
Which is a modified version of
Wind Walk
6th Level Transmutation
Casting Time: 1 minute
Range: 30 ft
Components: V S M (Fire and holy water)
Duration: 8 hours
Classes: Druid
You and up to ten willing creatures you can see within range assume a gaseous form for the duration, appearing as wisps of cloud. While in this cloud form, a creature has a flying speed of 300 feet and has resistance to damage from nonmagical weapons. The only actions a creature can take in this form are the Dash action or to revert to its normal form. Reverting takes 1 minute, during which time a creature is incapacitated and can't move. Until the spell ends, a creature can revert to cloud form, which also requires the 1-minute transformation.
If a creature is in cloud form and flying when the effect ends, the creature descends 60 feet per round for 1 minute until it lands, which it does safely. If it can't land after 1 minute, the creature falls the remaining distance.
I had a player present this to me because no real long-term travel spells exist other than Wind Walk. His reasoning for 3rd level is that it's from 11 targets to Self Only and that you lose resistance to nonmagical weapons in addition to being super obvious rather than invisible.
I myself am on the fence between 3rd and 4th level for the slot.