Evocation [Force]
Level: | Magus 3, Sorcerer 3, Summoner 3, Wizard 3 |
Components: | V, S, M (a drop of mercury) |
Casting Time: | 1 standard action |
Range: | Close (25 ft. + 5 ft./2 levels) |
Effect: | 3-ft.-diameter disk of force |
Duration: | 1 minute/level |
Saving Throw: | None |
Spell Resistance: | No |
This spell functions as floating disk, except that the disk possesses the ability to fly at a speed of 40 feet with Perfect maneuverability. It does not wink out of existence when moving away from the surface below it. If the disk’s maximum weight capacity is exceeded, it is incapable of moving and floats downward 60 feet per round.
When the spell ends, the disk floats downward 60 feet per round for 1d6 rounds. If it reaches the ground in that amount of time, anything it carries lands safely. If not, it winks out, allowing anything it carries to fall the rest of the distance, taking 1d6 points of damage per 10 feet of fall. Since dispelling a spell effectively ends it, the disk also descends in this way if the spell is dispelled, but not if it is negated by an antimagic field.
You must mentally command the disk to move each round as a move-equivalent action, otherwise it hovers in place. The disk makes its own Aerial Acrobatics checks when necessary, using your caster level in place of its Acrobatic skill ranks and your key casting ability in place of its Dexterity modifier. (The disk can hover in place without needing to make a skill check.)
Creatures may stand and ride on the disk as if it were a flat, stable platform, and this spell even protects riders from the inertia and wind generated by its movement (but not other high winds). While other creatures may ride on a disk you create, only you may command the disk to move.
A rider that is tripped or knocked down must make a DC 10 Acrobatics check to keep from falling off of the disk. Any rider that fails this check or is otherwise moved out of the disk’s space falls.
You may use an immediate action to command the disk to catch you (or another falling creature). If the disk succeeds on a DC 15 Aerial Acrobatics check, you fall 1d6×10 feet before landing on the disk and taking falling damage for the distance you fell. If this distance is greater than the distance to the ground, the disk fails to catch you before you land. If the disk fails its skill check to catch you (and you don’t land on another surface), you fall beyond the range of the spell, causing the disk to immediately wink out of existence.