rferries
2017-08-04, 04:38 AM
http://i.imgur.com/M0n3POR.jpg
"My God! It's full of stars..."
Rainbow Bridge
Evocation [Light]
Level: Air 5, Brd 5, Clr 5, Pal 4, Rgr 4, Sor/Wiz 5, Sun 5, Travel 5, Water 5, Weather 5
Components: V, S, F
Casting Time: 1 standard action
Range: Touch
Targets: Up to one willing touched creature/ level
Duration: 1 hour/level (D)
Saving Throw: None
Spell Resistance: No
You and any willing creature you touch are transported up into the sky in a stream of rainbow light to the Astral Plane. There you travel along an extradimensionally-long bridge of solid rainbow radiance. You can take more than one creature along with you (subject to your level limit), but all must be touching each other.
While in the Astral Plane, the bridge functions as though it were a level wall of force for you and the creatures that travel with you, but as a prismatic wall for all other creatures. You and your fellows may travel along the bridge at a rate of 50 miles per hour, moving normally on the Astral Plane but much more rapidly relative to the Material Plane.
The bridge has a single destination, specified when you cast the spell. The chances of the bridge terminating accurately at that endpoint are determined as for the teleport spell (though you treat any "mishap" rolls as "similar area" rolls for this purpose). You may use the bridge to travel to other planes accessible through the Astral Plane. Transit of the bridge to a plane other than your plane of origin requires 1d4 hours (unless of course the destination plane is the Astral Plane itself) and you can never be more familiar with an interplanar destination than "studied carefully".
You do not benefit from the subjective directional gravity trait of the Astral Plane unless you jump off the bridge - which risks being caught in a psychic wind or attracting a random encounter with Astral Plane inhabitants. You may encounter such hazards even if travelling solely on the bridge, at the DM's discretion. The bridge provides some protection against creatures (as prismatic wall) but not against psychic winds.
When the spell ends the bridge vanishes and any creature still in the Astral Plane (whether on the bridge or not) "falls" to the Material Plane. Treat this as a mishap result for the teleport spell, save that each falling creature takes 20d6 points of damage (regardless of multiple mishap results) and always ends up somewhere on the Material Plane, regardless of the plane of origin when the spell was cast.
You must be outdoors to cast this spell. If you cast it at night you must provide a light source for the prism focus component (moonlight from a full moon is sufficient; otherwise you must provide a torch or a spell with the light descriptor).
Focus
A crystal prism that costs 5,000 gp.
Thor, eat your heart out. Same spell level as both teleport and plane shift (cleric version) because you actually have to spend time journeying and can't go as far, plus the spell isn't as flexible or accurate as shadow walk.
Gave it to paladins because of the Thor connection, to druids because of the leprechaun/fey connection, and to rangers because of the whole tracking/guide archetype (plus the druid connection). Gave it to Travel domain plus all the other domains that go into making a rainbow. In general I feel more classes need a teleport/interplanar transport ability that isn't readily abused.
"My God! It's full of stars..."
Rainbow Bridge
Evocation [Light]
Level: Air 5, Brd 5, Clr 5, Pal 4, Rgr 4, Sor/Wiz 5, Sun 5, Travel 5, Water 5, Weather 5
Components: V, S, F
Casting Time: 1 standard action
Range: Touch
Targets: Up to one willing touched creature/ level
Duration: 1 hour/level (D)
Saving Throw: None
Spell Resistance: No
You and any willing creature you touch are transported up into the sky in a stream of rainbow light to the Astral Plane. There you travel along an extradimensionally-long bridge of solid rainbow radiance. You can take more than one creature along with you (subject to your level limit), but all must be touching each other.
While in the Astral Plane, the bridge functions as though it were a level wall of force for you and the creatures that travel with you, but as a prismatic wall for all other creatures. You and your fellows may travel along the bridge at a rate of 50 miles per hour, moving normally on the Astral Plane but much more rapidly relative to the Material Plane.
The bridge has a single destination, specified when you cast the spell. The chances of the bridge terminating accurately at that endpoint are determined as for the teleport spell (though you treat any "mishap" rolls as "similar area" rolls for this purpose). You may use the bridge to travel to other planes accessible through the Astral Plane. Transit of the bridge to a plane other than your plane of origin requires 1d4 hours (unless of course the destination plane is the Astral Plane itself) and you can never be more familiar with an interplanar destination than "studied carefully".
You do not benefit from the subjective directional gravity trait of the Astral Plane unless you jump off the bridge - which risks being caught in a psychic wind or attracting a random encounter with Astral Plane inhabitants. You may encounter such hazards even if travelling solely on the bridge, at the DM's discretion. The bridge provides some protection against creatures (as prismatic wall) but not against psychic winds.
When the spell ends the bridge vanishes and any creature still in the Astral Plane (whether on the bridge or not) "falls" to the Material Plane. Treat this as a mishap result for the teleport spell, save that each falling creature takes 20d6 points of damage (regardless of multiple mishap results) and always ends up somewhere on the Material Plane, regardless of the plane of origin when the spell was cast.
You must be outdoors to cast this spell. If you cast it at night you must provide a light source for the prism focus component (moonlight from a full moon is sufficient; otherwise you must provide a torch or a spell with the light descriptor).
Focus
A crystal prism that costs 5,000 gp.
Thor, eat your heart out. Same spell level as both teleport and plane shift (cleric version) because you actually have to spend time journeying and can't go as far, plus the spell isn't as flexible or accurate as shadow walk.
Gave it to paladins because of the Thor connection, to druids because of the leprechaun/fey connection, and to rangers because of the whole tracking/guide archetype (plus the druid connection). Gave it to Travel domain plus all the other domains that go into making a rainbow. In general I feel more classes need a teleport/interplanar transport ability that isn't readily abused.