By: Arjan Wardekker
Class & Level: Sorcerer/Wizard 3
Game: Dungeons & Dragons (D&D)
Caster/Level: Wiz 3
School: Conjuration/Summoning (Creation)
Casting Time: 1 action
Area of Effect: Creature touched
Duration: Maximum 1 round/level (see text)
Saving Throw: See text
Magic/Spell Resistance: Yes
This spell, by Tinker Gnome design, conjures a jetpack on the subject's back. The pack immediately fires and propels the subject at high speed. The speed is 180 ft/round if wearing light or no armor and 120 ft/round if wearing medium or heavy armor.
The initial gradiŽnt and direction are random. Roll d6 x 15 degrees do determine the gradiŽnt with the horizontal plane and d8 for direction (1 is north, 2 is northeast, etc or similar measure of direction).
On it's turn, the subject may attempt a Will save to gain control over the jetpack. If the caster uses the spell on him/herself he/she can make the save right away. If the caster is not aware of casting this spell on him/herself, for example if it is a random effect (such as caused by Tinker Rods, Rods of Wonder or similar items), he or she may attempt a save only on his/her next turn.
A normal save gives the subject the option to eject. When the subject succeeds the save by 5 or more, the subject also gains control over gradiŽnt and direction. Ejecting is a free action, but each change of maximum 90 degrees in gradiŽnt or direction is a move-equivalent action.
Each round of action, the jetpack has a 5% cummulative chance of malfunction: the jetpack just stops (essentially functions like an auto-eject). When the subject ejects, the jetpack malfunctions or the duration of the spell ends during flight, the subject falls down 30 ft, after which a parachute deploys. With this parachute, the subject descends 60 ft/round and lands without damage. The parachute disappears as soon as the subject lands, so no time is required to remove it or get out from underneath it.
Might a subject collide with a solid object (such as a wall or ceiling) in flight, he or she receives damage according to the distance travelled. This damage is 1d6 per 10 ft already travelled, for a maximum of 4d6. Upon a crash, the jetpack will malfunction. If the subject is between 10 and 30 ft from the ground, normal falling damage would also be incurred (1d6 per 10 ft of falling).
The material component for this spell is a piece of metal and some oil.
This material is distributed under the Open Game License Version 1.0a (view a copy of the license). The following is designated as Product Identity, in accordance with Section 1(e) of the Open Game License, Version 1.0a: all names. All text in this document is designated as Open Game Content, except the previously claimed Product Identity.
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