Elementalist Spell Specification

Class: Gravity / Air (Multi-Elemental)

4. Fly (Multiple Targets)

Also available as a Personal Spell (castable on self only) at Level 2 and castable on a single Target at Level 3.

BTS: 40% (Sz)

ULT: 80 hours

Materials: a number of feathers at least equal to the number of Targets

Actions: raise arms from side to sky, holding feathers

Effect of Throw:

4 to 13 Insanity

14 to 16 Targets levitate 1 ft from ground for 3 to 1 d6 * 10 sec (all but Caster get the normal st against the Spell, if they chose to make it)

17 to 20 No Effect

³ 21 Max. Speed = (T-20) ft/sec

Duration: 5t min - t(t-1)/2

Range: 3d ft -(4+d(d+1)/2) If Caster is a Target, there is no Range minus. If Caster is not a Target, Range is at least 0 ft, so there will be a Range minus of at least -4.

Number of Targets > 1: N living Beings -2N  (count Range to furthest to Caster)

Notes:

  1. Multi-Elemental Gravity & Air Spell: may be Cast as a Gravity or Air Spell. If Caster has both a Gravity Elemental of Level >=4 and an Air Elemental of Level >=4 Activated, they get +4 on Casting this Spell.
  2. The Spell may be cast on multiple Targets, who do not have to include the Caster.
  3. Fly cancels the normal downwards force of Gravity upon the Targets, and allows them to fly through the Air using light concentration at up to Max. Speed in any chosen vector. Weight carried in excess of Carrying Capacity reduces Max. Speed for each Target (separatley) as it does for movement on the ground.
  4. Max. Speed after Casting is zero, with no vector.  To change Max. Speed or vector requires at least one second's light concentration.  If a Target ceases to concentrate on flying they will maintain their existing speed and vector.
  5. Any vectors given by other Gravity or Air Spells or effects are cumulative with Fly.  Where multiple Max. Speeds are in effect, count only those which are being concentrated upon.
  6. Acceleration and deceleration is at 1G.  For further explanation see the General Notes to Gravity Spells.
  7. The Targets do not need to stay together, but it is wise to stay in contact with the Caster when Duration is about to expire, as only they can cast any necessary Extension Spells.