[College of Transport]

Copyright © 2001 by Robert J. Hall

Return to Fantasy HERO®


The following spells are recent additions to the skills of the Transport Wizard. Some of these spells are novel or known only by a few journeymen. Spells that do not require END to maintain have their endurance cost in parentheses.

New Limitation: A power with this limitation causes Long Term END loss while it is being maintained, even if the actual END cost is zero. For a -1/4 limitation, the character loses 1 point of Long Term END per 10 points of Active Cost for every 5 hours the power is maintained. For each step up the time chart, the limitation is increased by -1/4. Thus, 1 point of long term END loss each minute (for every 10 AC) has a limitation of -1. (Note: this limitation is used below to balance out the effects of the 0 END advantage.)


Broom Stick

This spell is an improved version of the Share Flight spell that uses a Broom Stick to reduce the fatigue of the Wizard. A total of two passengers can ride the stick.

Power: 9" Flight (18" non-combat)
Modifiers: Useable by 2 Others including Wizard (+3/4); Only fly while seated on broom stick (-1/4), Gestures (-1/4), Incantations (-1/4), Requires Magic Skill Roll (-1/2), Character must have at least 20 points in spells from Travel College (-1/2), OAF - Broom Stick (-1), Concentrate: 0 DCV while casting (-1/2), Extra Time: Full Phase (-1/2). Active Cost = 40 points.
END Cost: 1 per 5"; Magic Roll: -3; Casting Time: 1 phase.
Real Cost: 8.

Drift in the Wind

This spell lowers the density of the Wizard so he can drift lazily in the wind. Due to his lightened condition, however, he is more vulnerable to Knockback. He also suffers 1 point of Long Term END loss every 5 minutes, so this spell can be exhausing to maintain for more than a few hours.

Power: 5" Flight
Modifiers: 0 END (+1/2); Can only drift with wind (-1/2), Gestures (-1/4), Requires Magic Skill Roll (-1/2), Character must have at least 10 points in spells from Travel College (-1/4), OAF - Amulet (-1), Double Knockback from Attacks (-3/4), Long Term END loss every 5 minutes maintained (-3/4). Active Cost = 15 points.
END Cost: 0; Magic Roll: -1; Casting Time: 1/2 phase.
Real Cost: 3.

Flying Bubble

Englobing himself in a hazy bubble of repulsive air currents, the Wizard can use this spell to fly through the air at great speeds with little effort and no discomfort. The bubble will protect the caster from winds and rain, as well as small projectiles.

Power: 10" Flight (160" Non-combat)
Modifiers: 0 END (+1/2). Active Cost = 50 points
Power: 4 PD / 0 ED Force Wall
Modifiers: Transparent to ED Attacks (+1/2); Linked to Flight (-1/2), No Range (-1/2). Active Cost = 15 points.
Combined: Gestures (-1/4), Incantations (-1/4), Requires Magic Skill Roll (-1/2), Character must have at least 20 points in spells from Travel College (-1/2), Concentrate: 0 DCV while casting (-1/2), OAF - Amulet (-1), Extra Time - Full Phase (-1/2).
END Cost: 1; Magic Roll: -6; Casting Time: 1/2 Phase.
Real Cost: 10.

Guide Sight

This spell provides the Wizard with an overhead view of the land within a day's travel. He can use this view to find a suitable place to hide, an escape route, locate large buildings or landmarks, or determine the best places to hunt or forage, etc.

Power: Clairsentience to Sight
Modifiers: Only from a point above caster (-3/4), Gestures (-1/4), Incantations (-1/4), Requires Magic Skill Roll (-1/2), Character must have at least 20 points in spells from Travel College (-1/2), OAF - Amulet (-1), Concentrate: 1/2 DCV Throughout (-1/2). Active Cost = 20 points.
END Cost: 1; Magic Roll: -1; Casting Time: 1/2 Phase.
Real Cost: 4.

Hasten

This powerful spell allows the Wizard to greatly speed up the target by increasing his metabolism. The spell requires a lot of energy from both the Wizard and the target, making it difficult to maintain for a long duration.

Power: 6d6 Aid to SPD
Modifiers: Useable by Another at Range (+3/4); x3 END (-1), Gestures (-1/4), Incantations (-1/4), Requires Magic Skill Roll (-1/2), Character must have at least 20 points in spells from Travel College (-1/2), Concentrate: 0 DCV while casting (-1/2), OAF - Amulet (-1). Active Cost = 52 points.
END Cost: 15; Magic Roll: -5; Casting Time: 1/2 phase.
Real Cost: 10.

Hooves of Thunder

This spell magically enchants the iron shoes of up to 8 horses, allowing the animals to gallop much faster than would normally be possible and leap across large gaps. However, this enhanced movement exhausts the beasts, costing them 10 points of Long Term END loss every 5 minutes the spell is maintained. While the horses are galloping, their shoes flash sparks and make noises like thunder whenever they strike the ground.

Power: +10" Running (+20" non-combat)
Modifiers: Turn Mode (-1/4). Active Cost = 60 points.
Power: +10" Superleap (+20" non-combat)
Modifiers: Linked to Running (-1/2). Active Cost = 30 points.
Combined: 0 END (+1/2), Useable by 8 Others at Range (+1+1/2); Only on iron shod horses (-3/4), Gestures (-1/4), Incantations (-1/4), Requires Magic Skill Roll (-1/2), Concentrate: 0 DCV while casting (-1/2), OIF - Shoes (-1/2), Extra Time -1 Turn (-1), Limitation - shoes shoot sparks and make noise like thunder while running (Sight, Sound and Smell Images, 2" Radius) (0), Long Term END loss every 5 minutes maintained (-3/4).
END Cost: 0; Magic Roll: -9; Casting Time: 1 Turn.
Real Cost: 15.

Horseless Carriage

To use this spell, the Wizard must have a wheeled cart or small wagon available. The spell provides the propulsion for the vehicle, providing the equivalent of a single horse-power. The caster can only propel the cart forward or backward - any steering must be provided by mechanical means. The vehicle can move at the same rate as a horse-drawn carriage. Because of the fatigue caused by maintaining this spell for long periods, the Wizard suffers 9 points of Long Term END loss every 5 hours the spell is maintained.

Power: 30 STR Telekinesis
Modifiers: 0 END (+1/2); Affects all parts of target (-1/4), Costs End to Cast (-1/4), Only to propel a wheeled vehicle (-1), Gestures (-1/4), Incantations (-1/4), Requires Magic Skill Roll (-1/2), Character must have at least 20 points in spells from Travel College (-1/2), Concentrate: 0 DCV while casting (-1/2), OAF - Vehicle (-1), Extra Time -1 Turn (-1), Long Term END loss every 5 hours maintained (-1/4). Active Cost = 90 points.
END Cost: (9); Magic Roll: -9; Casting Time: 1/2 phase.
Real Cost: 13.

Know Direction

This spell is highly useful to the travelling Wizard, allowing him to accurately determine the direction of north.

Power: Bump of Direction
Modifiers: Gestures (-1/4), Incantations (-1/4), Requires Magic Skill Roll (-1/2), Character must have at least 10 points in spells from Travel College (-1/4), Concentrate: 0 DCV while casting (-1/2), OAF - Amulet (-1). Active Cost = 3 points.
END Cost: 0; Magic Roll: -0; Casting Time: 1/2 phase.
Real Cost: 1.

Lighten Burden

This spell is a favorite of travelling Wizards forced through choice or circumstances to journey on foot. Upon casting this spell, the pack of the Wizard, along with a total of 50kg in contents, will become virtually weighless.

Power: 6 STR Telekinesis
Modifiers: Uncontrolled (+1/2); Affects all parts of target (-1/4), Only to lighten the backpack and its contents (-1), No Range (-1/2), Gestures (-1/4), Incantations (-1/4), Requires Magic Skill Roll (-1/2), Character must have at least 10 points in spells from Travel College (-1/4), Concentrate: 1/2 DCV while casting (-1/4), OAF - Amulet (-1). Active Cost = 22 points.
END Cost: 2; Magic Roll: -2; Casting Time: 1/2 phase.
Real Cost: 4.

Magic Door

When cast upon a wall, this spell creates a plain door that opens to the other side. If the wall is too thick, then the door merely opens onto a surface of blank wall. The spell is difficult to cast, requiring total concentration and extra END.

Power: Tunnel (0") through 9 DEF, filled in with sealed door
Modifiers: Area Effect (+1/2); x2 END (-1/2), Gestures (-1/4), Incantations (-1/4), Requires Magic Skill Roll (-1/2), Character must have at least 20 points in spells from Travel College (-1/2), Concentrate: 0 DCV while casting (-1/2), OAF - Amulet (-1), Extra Time -1 Turn (-1). Active Cost = 63 points.
END Cost: 12; Magic Roll: -6; Casting Time: 1 Turn.
Real Cost: 11.

Marathon

This spell allows the target to run continuously for two days without the need to stop for rest, food, or sleep. However, lengthy runs will cause 7 points of Long Term END loss to the target every five hours. If the spell is still in effect when the runner does stop to rest, the Aid to REC will restore Long Term END loss at the higher rate.

Power: +10 character points of Aid to REC
Modifiers: Return 5 points per day (+1). Active Cost = 60 points.
Power: Life Support (Doesn't eat, excrete, or sleep)
Modifiers: Linked to Aid (-1/2). Active Cost = 10 points.
Combined: Useable by Others (+1/2), Uncontrolled (+1/2); Gestures (-1/4), Incantations (-1/4), Requires Magic Skill Roll (-1/2), Character must have at least 20 points in spells from Travel College (-1/2), Concentrate: 0 DCV while casting (-1/2), OAF - Amulet (-1), Extra Time -1 Turn (-1), Long Term END loss to target every 5 hours maintained (-1/4).
END Cost: (7); Magic Roll: -7; Casting Time: 1 Turn.
Real Cost: 13.

Monkey Swing

This spell allows the Wizard to brachiate rapidly through the tree tops like an agile monkey. If vines or branches are available, the caster can swing from tree to tree. When gaps occur in the forest, the Wizard can glide to the next tree.

Power: 10" Swinging
Modifiers: OAF - Tree branches or vines (-1). Active Cost = 10 points.
Power: 10" Gliding
Modifiers: Only from tree branch or vine (-1), Linked to Swinging (-1/2). Active Cost = 10 points.
Combined: Gestures (-1/4), Incantations (-1/4), Requires Magic Skill Roll (-1/2), Character must have at least 10 points in spells from Travel College (-1/4), Concentrate: 0 DCV while casting (-1/2), OAF - Amulet (-1).
END Cost: 1 per 1"; Magic Roll: -2; Casting Time: 1/2 phase.
Real Cost: 4.

Night Light

When the Wizard must journey in darkness, he can use this simple spell to illuminate his path. Upon completing the incantation, a small glowing sphere appears above the Wizard's shoulder. The light from this sphere will change color and brighten or dim at the whim of the Wizard, but otherwise requires no maintanence. The sphere can brighten sufficiently to illuminate a 2" radius about the caster.

Power: Change Environment - Glowing Sphere
Modifiers: Uncontrolled (+1/2), 2" Radius (+1/4), Change Environment (Control Illumination) (+1); No Range (-1/2), Gestures (-1/4), Incantations (-1/4), Requires Magic Skill Roll (-1/2), Concentrate: 0 DCV while casting (-1/2), OAF - Amulet (-1), Extra Time - Full Phase (-1/2). Active Cost = 27 points.
END Cost: 3; Magic Roll: -3; Casting Time: 1 phase.
Real Cost: 6.

Rest Stop

At the end of a long day of travelling the Wizard will need a secure place to rest for the night. When an Inn is not available, he can cast this spell at a suitable camp site and put up a simple, but cozy shelter. This small hut will maintain a comfortable temperature and protect the Wizard and his companions from the weather and common predators. The shelter fades away when the caster leaves the vicinity.

Power: Images to Sight and Touch
Modifiers: 2" Radius (+1/4); Only to create a cozy hut (-1/2).
Active Cost = 19 points.
Power: Change Environment, 2" Radius - Comfortable shelter
Modifiers: Linked to Images (-1/2). Active Cost = 15 points.
Combined: 0 END Persistent (+1); Costs END to cast (-1/4), Gestures (-1/4), Incantations (-1/4), Requires Magic Skill Roll (-1/2), Character must have at least 20 points in spells from Travel College (-1/2), Concentrate: 1/2 DCV while casting (-1/4), OAF - Amulet (-1), Extra Time - Full Turn (-1).
END Cost: (3); Magic Roll: -3; Casting Time: 1 turn.
Real Cost: 6.

Rolling Stone

Upon casting this spell, the Wizard curls up in a ball and begins rolling down a slope, picking up speed as he goes. The spell ends when the caster reaches level ground, or gradually comes out of the curled position and tumbles to a stop. The Wizard has some control over his descent, but must drop at least 1" for each 2" of lateral movement.

Power: 10" Gliding (40" non-combat)
Modifiers: Costs END to use (-1/2), Only to descend a slope with 1" drop per 2" lateral movement (-1/2), Gestures (-1/4), Incantations (-1/4), Requires Magic Skill Roll (-1/2), Character must have at least 20 points in spells from Travel College (-1/2), Concentrate: 0 DCV while casting (-1/2), OAF - Amulet (-1). Active Cost = 20 points.
END Cost: 1 per 1"; Magic Roll: -2; Casting Time: 1/2 phase.
Real Cost: 4.

Shorga's Lift

When a group of adventurers need to climb up or down a shaft, the Wizard can use this spell to move himself and another individual up to the next level. However, continually lifting each member of a large party is very fatiguing to the Wizard, as this spell requires three times the normal energy. The lift will begin to wobble slightly just before it winks out of existance.

Power: 5" Flight
Modifiers: Useable Against Another (1,600kg maximum) (+2), Area Effect (Hex) (+1/2), Ranged (+1/2); Only for moving up or down (-3/4), x3 END (-1), Gestures throughout (-1/2), Incantations (-1/4), Requires Magic Skill Roll (-1/2), Character must have at least 20 points in spells from Travel College (-1/2), Concentrate: 0 DCV while casting (-1/2), OAF - Amulet (-1). Active Cost = 30 points.
END Cost: 3 per 5"; Magic Roll: -3; Casting Time: 1/2 phase.
Real Cost: 5.

Slow Pursuit

There are places where even the most benevolent Wizard is best not to tarry, and sooner or later he is going to be chased from a land. This spell can be used to slow a dangerous pursuer, allowing the Wizard to escape unharmed. The metabolism of the target is slowed to a fraction of its normal level, reducing the overall speed.

Power: 3d6 SPD Drain
Modifiers: Lose 1 per Minute (+1/2); Gestures (-1/4), Incantations (-1/4), Requires Magic Skill Roll (-1/2), Character must have at least 20 points in spells from Travel College (-1/2), Concentrate: 1/2 DCV while casting (-1/4), OAF - Amulet (-1). Active Cost = 45 points.
END Cost: 4; Magic Roll: -4; Casting Time: 1/2 phase.
Real Cost: 12.

Summon Mount

This spell allows the Wizard to summon the local equivalent of a domesticated mount. In most circumstances, this will be a horse, but it could be a camel when in the desert, a giant sea horse underwater, or a pegasus in a flying castle. The mount will be healthy and trained to follow simple directions from its rider. Unless the Wizard continues to pay 5 points of Long Term END each hour, the mount will be dismissed to its place of origin.

Power: Summon Mount (140 points)
Modifiers: Any Local Domesticated Mount (+1/4); Gestures (-1/4), Incantations (-1/4), Requires Magic Skill Roll (-1/2), Character must have at least 20 points in spells from Travel College (-1/2), Concentrate: 1/2 DCV while casting (-1/4), OAF - Amulet (-1), Long Term END loss to wizard each hour to prevent dismissal (-1/2), Extra Time - Full Turn (-1). Active Cost = 58 points.
END Cost: (6); Magic Roll: -6; Casting Time: 1 turn.
Real Cost: 11.

Traction

This spell increases the grip of the casters footwear and strengthens his legs, allowing him to move with ease across otherwise slick or tortuous surfaces. His movement rate is not increased by this spell, but he is less effected by powers that drain his running ability.

Power: 2d6 Aid to Running
Modifiers: Lose 1 per minute (+1/2); Only to starting value (-1/2), Gestures (-1/4), Incantations (-1/4), Requires Magic Skill Roll (-1/2), Character must have at least 20 points in spells from Travel College (-1/2), Concentrate: 0 DCV while casting (-1/2), OAF - Amulet (-1). Active Cost = 15 points.
END Cost: 1; Magic Roll: -1; Casting Time: 1/2 phase.
Real Cost: 3.

Spell Determination

To randomly determine the spells known to a typical Wizard of the College of Transport, use the tables of scholarly disciplines below. An journeyman Transport Wizard will commonly have several spells from a single primary discipline, plus a spell each from the other disciplines.
2d6 School of Travel

2-4 Hasten
5 Monkey Swing
6-7 Falling Leaf
8-9 Power of Poseidon
10 Rolling Stone
11-12 Maokar's Great Leap Forward
2d6 School of Exploration

2-4 Rest Stop
5-7 Detect
8-9 Know Direction
10 Guide Sight
11-12 Summon Resident
2d6 School of Hiking

2-4 Lighten Burden
5-6 Feather Foot
7 Traction
8-10 Quick Run
11-12 Marathon
2d6 School of Flight

2 Astral Flight
3-4 Drift in the Wind
5-6 Share Flight
7-8 Levitate
9-11 Flight
12 Flying Bubble
2d6 School of Transport

2 Horseless Carriage
3-4 Asheem's Mystical Flying Carpet
5-6 Broom Stick
7-8 Shorga's Lift
9-10 Summon Mount
11-12 Hooves of Thunder
2d6 School of Obstacles

2-4 Heavenly Bridge
5 Frog Jump
6-7 Wall Climb
8-9 Slip Space
10-11 Rip Space
12 Magic Door
2d6 School of Hazards

2-3 Kornar's Grease Spot
4-6 Dispel
7-8 Deflecting Shield
9 Night Light
10-11 Speed Bolt
12 Slow Pursuit