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Dragon Ninja
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Advanced Dungeons and Dragons Spells
Third level wizard spells
Acidball
Evocation
Components: V,S,M (a ball of bat guano and some caustic
soda)
Range: 10 feet + 10 feet/level
Casting Time: 3
Duration: Instantaneous
Saving Throw: ½
Area of Effect: 20-foot radius
This spell is identical to Fireball except that it
inflicts acid damage instead of fire.
Acid Burst
Evocation
Range: 0
Components: VSM (a slice of lemon)
Duration: instant
Time: 3
Effect: a cone 12 meters long and 6 meters wide
at the end.
ST: half
The spell spews acid from the wizard's hands forward
in a large cone, inflicting 1d6 damage per level, up to 10d6. The acid
may damage items. The damage can be halved with a TS.
Source: Zappo
Albino Fruit Flies
Conjuration/Summoning
Components: V,S,M
Range: 30 yards + 10 yards/level
Casting Time: 3
Duration: See below
Saving Throw: Neg (but see below)
Area of Effect: One 10-foot cube/level
This spell causes a great cloud of small, white, harmless but annoying
flies to spring forth. These bugs are so dense as to obscure vision within
the cloud to only 2 feet. These albino fruit flies, while they do not
bite, secrete a sticky gooey substance, so that anyone caught within the
cloud and failing a saving throw will be affected as if by a Slow spell.
While the cloud itself will only last for 2 rounds +1 round per level
of the wizard, the effects of the sticky gunk on characters will last
until they manage to wash it off, a feat which requires at least half
a gallon of water for a man-sized creature, and takes 1 turn. Using more
water will reduce this time, of course, and complete submersion in water
will wash a character in a single round. These flies have an even worse
effect on vegetation. Beings made from vegetable matter will take 1d3
points of damage per level of the wizard for as long as they remain within
the cloud. Other vegetation will surely be eaten within a few rounds,
destroying gardens or forests, and probably greatly angering any nearby
druids! The material component of this spell is a live ash-white fly or
any other kind of small, harmless, but extremely annoying insect.
Alpha's Comet
Conjuration, Evocation
Components: V,S,M
Range: 10 feet + 5 feet/level
Casting Time: 3
Duration: Instantaneous
Saving Throw: None
Area of Effect: Special
This spell creates a flaming missile with a trail of superheated noxious
gasses. The comet unerringly strikes one target, the impact causing 3d6
points of damage and the flames an additional 3d6. Furthermore, any creature
within 5 feet of the comet's path will suffer 2d4 points of fire damage.
All those within 5 feet of the point of impact will suffer 3d4 points
of damage. Anyone who suffers damage from this spell is also considered
to have been engulfed in the noxious fumes, and will be at -2 on all rolls
(10% spell failure chance) for 1d6 rounds due to coughing, choking, and
blurred vision. The material component is a ball of pitch mixed with sulfur
and phosphorus.
Alpha's Darklight
Alteration
Components: V,S,M
Range: 10 yards/level
Casting Time: 3
Duration: 1 turn + 1 round/level
Saving Throw: None
Area of Effect: 15-foot radius globe
This spell is exactly the same as the second-level wizard spell Darkness,
15-foot Radius (q.v.), except in that the wizard can see normally through
the darkness so created as if in normal lighting conditions. Alternatively,
the wizard can bestow the visual benefits to another character by crushing
the material component and sprinkling the dust into the eyes of the recipient.
The material component is a piece of coal or charcoal, which must be crushed
and applied as above. Note that the spell only allows normal vision through
the darkness caused by the particular casting, and lends no benefit towards
other darkness, either normal or magical.
Alpha's Flames of the Faltine
Alteration, Evocation
Components: V,S,M
Range: 0
Casting Time: 3
Duration: 2 rounds + 1 round/level
Saving Throw: None
Area of Effect: Special
This spell sheathes the wizard in hot yellow flames and blurs the wizard's
features somewhat, causing them to assume a smooth and somewhat indistinct
shape, also turning a dark red colour. The flames will appear to be present
even coming out of the wizard's eyes and mouth. These flames give the
wizard no special protection, but they do shed bright light in a 30-foot
radius. Furthermore, any creature striking the wizard with a claw, bite,
or similar attack or a hand-held weapon less than 5 feet long will suffer
damage as though contacting a Wall of Fire spell (q.v.) - 2d6 points of
damage + 1 point per level of the wizard. Undead suffer double damage,
and creatures especially susceptible to flame may also take additional
damage.
The wizard may attempt a melee attack to burn others with this fire, a
successful blow causing 1d6 points of damage + 1 point per two levels
of the wizard. Creatures passing within a 5-foot radius of the wizard
suffer 1d4 points of heat damage. By standing still and concentrating,
the wizard may extend this heat radiation, inflicting 2d4 within a 5-foot
radius and 1d4 within a 10-foot radius, but this falls back to the usual
level if the wizard stops concentrating or resumes moving.
The wizard can attempt to destroy inanimate objects by touching them,
requiring a save vs. normal fire to avoid destruction. This may be attempted
once per round, at a -1 cumulative penalty for each consecutive round
of handling. Items on the wizard's person at the time of the casting of
this spell are unaffected by the flame. The wizard may end this spell
prematurely if desired. The material component for this spell is a flask
of oil, poured over the wizard's head during the casting of the spell,
and an open flame of any size.
Alpha's Heat Lightning
Evocation
Components: V,S,M
Range: 10 yards/level
Casting Time: 3
Duration: Instantaneous
Saving Throw: ½
Area of Effect: One creature
This spell calls down a bolt of reddish-purple lightning which strikes
a single creature within range. The bolt inflicts 1d6 points of damage
per level of the wizard. Cold or water-based creatures suffer an additional
1 points of damage per die, while creatures resistant to heat OR electricity
suffer half normal damage (1/4 with a successful save). All non-magical
metal worn by the target must save vs. lightning (at +2 if the save was
made, but at -2 if the save was failed) or be fused to any nearby metal
(sword fused to gauntlet, pieces of armour fused together, preventing
movement). The material component of this spell is a short glass rod,
a bit of fur, and a bit of iron or lodestone.
Alpha's Ice Bolt
Conjuration/Summoning
Components: V,S,M
Range: 60 yards
Casting Time: 3
Duration: Instantaneous
Saving Throw: Special
Area of Effect: Special
With this spell, the wizard opens a small hole in the spatial fabric into
the supernatural cold of the para-elemental plane of ice. It brings forth
a shaft of solid para-elemental ice 6 inches thick and 10 feet long (the
hole is opened for only a very brief time). This missile hits with great
force, causing 3d10 points of damage from the impact alone. If the target
saves vs. petrification, only a glancing blow is dealt, and the victim
suffers only 1d10 points of damage. An additional save (also vs. petrification,
and at +4 if only a glancing blow was suffered) must be made, or the victim
will be stunned for 1d6 rounds from the force of the blow.
The ice absorbs heat from the nearby air, and this causes 1d6 points of
cold damage (no saving throw) to all within 5 feet of the bolt's path,
and within a 10-foot radius of the target creature. The bolt shatters
upon striking its target, and the victim will suffer an additional 4d6
points of cold damage (2d6 if only a glancing blow was suffered).
Fire-using creatures take double damage from the cold caused by the bolt,
while those resistant to cold take none. Both types of creatures suffer
full damage from the bolt itself. Water-based creatures in liquid form
will suffer only 1d10 points of damage from the blow, and cannot be stunned,
but they will automatically be slowed for 2d4 melee rounds.
If the target creature is struck fully (i.e. fails the initial saving
throw), then exposed items on that side of the wizard must make a save
vs. crushing blow, and all items carried by the wizard must save vs. magical
frost (note also that items on the side struck by the bolt must save at
-10, due to the cold and the blow). The material component of this spell
is a clear gem worth not less than 100 GP.
Alpha's Images of Ikonn
Illusion/Phantasm
Components: V,S,M
Range: 0
Casting Time: 3
Duration: 2 rounds/level
Saving Throw: None
Area of Effect: 15-foot radius sphere
This spell is similar to the second-level Mirror Image spell (q.v.). The
wizard gains 1 mirror image for each level of experience, rather than
rolling randomly. These images can appear anywhere within 15 feet of the
wizard, and a blurring distortion effect occurs in the casting of this
spell and at the end of each melee round which prevents isolation of the
true wizard in the new melee round, even if the wizard was successfully
attacked in the previous round. Area effect attacks (Fireball, etc.) can
still affect the wizard even if his location is not known. As a final
benefit, if one of the images is struck by an opponent, the wizard may
make an unmodified save vs. breath weapon. If successful, the image will
not be dispelled by the blow. The material component of this spell is
a small carving or doll of the wizard and a broken mirror.
Alpha's Lightwall
Evocation
Components: V,S,M
Range: 10 yards/level
Casting Time: 3
Duration: 1 round/level
Saving Throw: Special
Area of Effect: 10-foot long/level square
This spell causes a wall of dazzling yellow-white light to come into being
at any point within the range of the wizard. Vision through the wall by
any means is quite impossible, though it is negated by a Darkness (q.v.)
spell cast at it. When the wall first comes into being, all those within
10 feet of it who are not averting their eyes (thus a wizard could warn
his companions that he was about to cast this spell) must make a save
vs. petrification to avert their gaze from the wall in time to avoid being
dazzled by its brightness. This dazzling results in a -2 penalty to hit,
a 20% spell failure chance for wizards, and a -1 penalty on initiative
dice rolls. These effects persist for as many rounds as the difference
between the victim's die roll and the roll needed for him to save. These
effects can persist even after the duration of the spell has elapsed.
Naturally, blind or sightless creatures are unaffected by this spell,
but subterranean or dark dependent creatures (e.g. drow, duergar, svirfneblin)
suffer a -3 on their saving throw. Further, they are not protected by
their normal magic resistance, as the spell is not cast directly at them.
They are as vulnerable to its existence as any other creature would be.
The light given off is equivalent to a Continual Light (q.v.) spell within
20 feet, and equivalent to a Light spell (i.e. normal torchlight) in an
additional 80-foot radius. The Lightwall, if cast outdoors, can be seen
up to a mile away per level of the wizard (reflecting the additional size
of a larger wizard's Lightwall). The wall can, of course, be created smaller
than the maximum size for the wizard's level.
The wall itself causes no damage to creatures passing through it. However,
a character fighting someone with a Lightwall directly behind him suffers
a -1 on his chances to hit (note that this is cumulative with the dazzling
effects described above). Similarly to the first-level Alpha's
Wall of Darkness (q.v.) spell, sound is blocked by the Lightwall,
assuming that it does not allow sound waves to travel around the sides
of it (as when cast outdoors, for example). It does not absorb sound or
prevent spellcasting, it merely does not allow sound to pass through it
(even if such sound is from a Horn of Blasting or a Shout spell). The
material component is a clear gemstone or a sunstone worth not less than
100 GP.
Alpha's Lucent Lance
Alteration
Components: V,S,M
Range: 10 yards
Casting Time: 1 round
Duration: 1 round
Saving Throw: None
Area of Effect: Special
There must be some ambient light available in order for this spell to
work. The effectiveness of this spell is determined by the amount of ambient
light available. The wizard must concentrate for a full round to focus
the light into the Lucent Lance, after which its energy may be released.
The power of the Lance is such that it can carve through wood or soft
metal up to 4 inches thick, stone up to 1 inch thick, or hard metal up
to 1/4 inch thick, this thickness multiplied by the appropriate modifier
on the table below. Items carried by a living creature are partially protected
by that creature's aura, and gain a save vs. magical fire (modified as
below) to avoid being damaged by the Lance. Living creatures suffer a
base of 1d6 points of damage, modified as below, with a maximum upper
limit of not more than 1d6 per level of the wizard. The Lucent Lance coalesces
as a ball of light around the wizard's hand holding the material component,
and shoots forth until maximum range is reached or until a sufficient
thickness of material blocks its progress. The Lucent Lance may be traversed
over an arc up to 1 foot per level of the wizard at its maximum range.
The wizard's hand glows brightly while the spell is being cast and while
it is active.
| Type of Light |
Damage Modifier |
Save Modifier |
| Candlelight |
1/2 |
+3 |
| Single torch or lantern |
1 |
+1 |
| Multiple torches, Light spell, starlight, magical dagger |
2 |
+0 |
| Large bonfire, bright moonlight, Continual Light spell, magical
sword |
4 |
-1 |
| Multiple magical light sources, indirect or filtered sunlight |
6 |
-2 |
| Direct sunlight, Sunray spell |
12 |
-4 |
If the light source used is a fire of some sort, that fire has a 50% chance
of going out. A permanent light effect (e.g. magical sword or dagger) will
lose its power to shed light for 1d10 rounds. A spell used as the light
source will be automatically dispelled if it's a spell of up to third level,
and will have its duration cut by 25% if it's a higher level spell. The
material component is a small, oblong corundum rod worth at least 100 GP.
Alpha's Night of the Leonids
Conjuration/Summoning
Components: V,S,M
Range: 30 yards + 10 yards/level
Casting Time: 3
Duration: 1 round
Saving Throw: None
Area of Effect: Special
This spell can only be cast outdoors at night. It calls down a number
of flaming meteorites to strike unerringly any targets within range. The
wizard can call down 1d4 meteorites, plus another for every five levels
of experience (1d4+1 at 5th-9th, 1d4+2 at 10th-14th, etc.). Each meteorite
strikes a single target, though more than one may strike any given target.
Each of these "Leonids" comes blazing down from the heavens,
striking for 1d6+1 points of impact damage and an additional 1d6+1 points
of fire damage. The material component for this spell is a bit of meteoric
iron.
Alpha's Rolling Thunder
Evocation
Components: S
Range: 0
Casting Time: 1
Duration: Special
Saving Throw: Special
Area of Effect: 5-foot/level radius circle (special)
The wizard need but throw his arms heavenward and a great rolling thunderclap
will sound directly overhead. All creatures within 10 feet of the wizard
must save vs. petrification or be knocked prone, suffering 1d4+1 points
of damage, and are automatically stunned for 1 round and deafened for
1d4+1 rounds. Those within one-half the radius of the spell (e.g. within
25 feet of a tenth-level wizard) but not within 10 feet must save vs.
spells or be stunned for 1 round, and are automatically deafened for 1d4+1
rounds. All others in the area of effect must save vs. spells or be deafened
for 1d4+1 rounds.
Alpha's Silverlight
Evocation
Components: V,S,M
Range: 60 yards
Casting Time: 3
Duration: 2 rounds/level
Saving Throw: Special
Area of Effect: 30-foot radius sphere
This spell is similar to the second-level Continual Light spell in that
it creates a very bright light (almost as bright as full daylight). However,
any creature within the area of light which is vulnerable to silver (e.g.
wights, wraithes, lycanthropes, devils) will suffer 1d6 points of damage
every round that it remains in the area of effect, and will be at -2 to
on to hit rolls and +2 to be hit due to the intense discomfort felt by
such creatures while within the Silverlight. Alternatively, the wizard
may throw the spell directly at a single target. Such a creature must
save vs. spells or be blinded for the duration of the spell. If the save
is made, the spell forms as per usual about one foot behind the intended
target, and its duration is halved. A creature vulnerable to silver who
is thus targeted need not save vs. blinding, but will instead suffer 1d6+1
points of damage per level of the wizard, up to a maximum of 10d6+10,
and will be stunned for 1d4 rounds. A successful saving throw vs. spells
at -2 will halve the damage and reduce the duration of the stun to a single
round. If thrown thus at a creature vulnerable to silver, the spell will
not form normally, regardless of the saving throw, as its magic is used
up in the attack on the creature. The material component is a bit of pure
silver.
Alpha's Starfire
Evocation
Components: V,S,M
Range: 30 yards
Casting Time: 1
Duration: 1 round
Saving Throw: Special
Area of Effect: 5-foot diameter column, 30 feet high
This spell creates a column of brilliant, blazing silvery-white flames.
All within 10 feet of the column not looking away must save vs. petrification
or be blinded for 1 round and dazzled (-2 to hit, +2 to be hit) for an
additional 1d3 rounds. Creatures adversely affected by bright light (e.g
drow, duergar) save at -3 vs. this effect. Any creature within the narrow
column of fire (most likely only a single creature) is automatically blinded
and dazzled as above, and additionally suffers 1d6 points of damage per
level of the wizard, up to a maximum of 10d6. A save vs. spells will halve
this damage. If the spell is cast outdoors under a night sky, a bonus
of +1 per die of damage is added. The material component for this spell
is a bit of silver and a shard of crystal.
Apparition
Illusion/Phantasm
Components: V,M
Range: Touch
Casting Time: 1 round
Duration: 1 round/level
Saving Throw: Neg.
Area of Effect: One creature's face
This spell transforms the recipient's or victim's face into a horrible
and terrifying mask of the wizard's own imagination. The spell will not
duplicate the face of any known creature, but the characteristic of a
number of creatures can be mixed. The magic used is highly volatile, and
often takes on a life of its own, adding emphasis to the ideas of the
wizard. Creatures of 1 HD or less who are surprised must roll save vs.
magic or flee for 1d3 rounds. If the spell is cast on an unwilling victim,
the victim is allowed a save vs. magic to avoid the affects.
Astral Wall
Abjuration, Conjuration
Components: V,S,M
Range: 1 yard/level
Casting Time: 1 round
Duration: 1 turn/level
Saving Throw: None
Area of Effect: 100 square feet/level
This creates a wall (which can have any shape the wizard desires, including
a sphere) which prevents physical effects which would pass through normal
walls, such as Teleport, Astral Projection, Monkish "phase"
ability, etc. Any such attempt by a character will fail, leaving the character
on the other side of the wall. It is, however, possible to simply walk
through an Astral Wall. If the spell is linked to an existing physical
wall (including one created by Wall of Stone or Iron), the duration becomes
one hour per level. The Astral Wall can be disrupted by Dispel Magic cast
from either the physical or astral plane. The material component is a
piece of parchment.
Azalldam's Waterspray
Invocation/Evocation
Components: V,S,M
Range: 0
Casting Time: 3
Duration: Instantaneous
Saving Throw: ½
Area of Effect: 50-foot long, 5- to 15-foot wide cone
This spell causes a high-pressured cone of water to stream from the wizard's
hand; this cone is 50 feet long, 5 feet wide at the wizard's hand, and
15 feet wide at the base. The majority of damage is caused by the high
pressure of the stream; anyone caught inside the area of effect suffers
3d8 points of damage; a successful saving throw vs. spell will reduce
this damage by one half. Those who fail their saves must roll saves vs.
crushing blow for all their possessions to avoid their destruction. In
addition, victims who fail their initial saves must make a Dexterity check;
if this check fails, the target is pushed backwards 1d20 yards, and is
knocked prone. The water from this spell will extinguish any normal fires,
but has only a 50% chance to put out magical fires. This spell will inflict
double damage on fire elementals or similar creatures.
The material component for this spell is a large beaker of water which
is used up when the spell is cast.
Blink, Blank, Blunk
Alteration, Wild Magic
Range: 0
Effect: the caster
Duration: 1 round/level
Time: 3
ST: special
Components: VS
This spell is a play off of the spell Blink in the player's handbook.
During odd rounds, this spell functions exactly as the spell blink. During
even rounds, any creature that hits the caster must roll a saving throw
vs. spell, or the creature blinks immediatly. Every round that is a muliple
of 5 erases all of the blinkings that have resulted from this spell.
Source: Mysrule.
Dark Missile
Evocation
Components: V,S
Duration: instant
Time: 6
Range: 60 mt.
This spell is similar to Magic Missile, of which it is an enhanced version
because it creates a black missile which unerringly strikes any visible
target in range causing 2d4+1 of darkness based damage (shadow creatures
should take less or no damage; light creatures should take more damage).
At 6° level the mage casts 3 missiles and so on every 5 levels (at 11°
he casts 5, at 16° 7...).
Source: Alessandro Ongari
Finger
of the Vampire
Necromantic
Range: 24 meters
Components: VSM (a piece of nail)
Duration: instant
Time: 3
Effect: one target
ST: half
This spell inflicts to the target 1d6 damage every
2 levels of the caster, rounded down. A saving throw vs. magic halves
the damage. The caster gains an amount of HP equal to the damage inflicted,
up to his normal maximum.
Source: Zappo
Lelarriol's Protective Aura
Evocation
Range: 0
Components: VS
Duration: 1 turn/level
Time: 3
Effect: personal
ST: no
The spell creates a protective aura which deviates
the enemies' hits, bettering the AC of the mage by 1 point every three
levels (2 at sixth, 3 at ninth, etc..). The aura is invisible to naked
eye, but detect invisibility reveals a faint glowing around the character.
Source: Zappo
Minor Globe of Vulnerability
Alteration, Wild Magic
Range: 5 yards/level
Area of Effect: one creature
Duration: 1 round/level
Casting Time: 6
Saving Throw: Neg
Components: VS
Minor Globe of Vulnerability causes the target creature to become especially
vulnurable to 1st 2nd and 3rd level spells. When cast on a target creature,
the creature gets a save vs. spell and magic resistance roll (if applicable)
to stop the spell from taking effect. These rolls can be voluntarily failed.
If successful, every time the effected creature is within the effected
range of a 1st, 2nd, or 3rd level spell, percentile die are rolled on
the following table:
1-5% double effect (time or damage), save for normal effect
6-70% normal effect, no save or magic resistance allowed
71-80% normal
81-95% 1/2 effect, no save
96-100% target gains ability to cast the spell next round, automatic save.
Source: Mysrule.
Oil of Impact
Alteration
Range: touch
Components: VSM (a hard stone)
Duration: 1d4+8 rnd
Time: 3
Effect: one staff, mace, sling pellet or such
ST: no
This spell reproduces the effects of the Oil of
Impact. Enchanted pellets remain so for one use or 24 hour; weapons for
1d4+8 rnd since they are used. Another version, called Oil of Sharpness,
does the same effects on edged or piercing weapons.
Source: Zappo
Random Spell III
Wild Magic, Abjuration
Range: 10 yards/level
Area of Effect: One general location or creature
Duration: Special
Casting Time: 1
Saving Throw: Special
Components: VS
This spell is perhaps the most unpredictable of all wizardly spells. The
caster, in desperate need of haste, taps into the magical resources of
the Third Level. He does not, however, cast a specific spell. Instead,
a Wizardly or Priestly spell of 3rd level is randomly rolled. The caster
has no idea what spell he is bringing forth, only the targeting specs
(creature, area, item, direction, etc.). While powerful with respect to
capability, this is a very risky action.
Source: Mysrule.
Torture
Demonology, Evocation
Range: 30 yards
Area of Effect: 10' radius
Duration: Special
Casting Time: 7
Saving Throw: neg.
Components: VSM
This spell causes chains with sharpened edges and shackles to spring forth
from any natural surroundings (including natural caverns). A successful
save vs. spell means that the creature is not bound, and can act as it
chooses; if the save is failed, the chains bind and squeeze the victim.
These chains, depending on the situation, cause a variety of torturous
positions. Commonly, chains from the ceiling hang victims by the meat
hooks, from narrow corridor walls chains stretch the victim in an attempt
to pull him/her apart, from the ground chains bind the creature and try
to squeeze him into the ground, etc. These devices are real, and cause
1 point of damage a round. A Con check must be made each round to see
if consciousness can be maintained (but cannot be optionally failed).
While conscious, escape can be achieved through a successful bend bars/lift
gates roll. The next round, however, new chains bind the creature if he
does not exit the area of effect. Once unconscious, the creature does
not awaken until 1d3 round after the spell has expired. Keep in mind that
his allies being tortured is not a pleasant sight, and can evoke a large
variety of emotional responses. Any creature (including the caster) foolish
enough to enter the area during its duration must save or be caught in
the chains. The base duration of this spell is 15 rounds. Each creature,
beyond the first, caught in the chains reduces this duration by 1 round.
If there are more than 15 creatures in the area, the spell is wasted.
Creatures that enter and then re-enter the area do not lower the spell’s
duration, but new creatures entering the area and becoming caught take
off the appropriate number of rounds remaining (i.e., if 20 kobolds suddenly
run into the area to aid a companion, the chains vanish and the spell
expires; however, if a foolish dwarf leaves and re-enters the area 15
times, he merely makes himself prone to fresh attack from the chains each
time). The material components of this spell are a razor blade, ashes
from a corpse, and a locking mechanism.
Source: Mysrule.
Vehicle
Invisibility
Illusion
Range: 12 meters.
Components: VSM (the same as Invisibility)
Duration: special
Time: 2 rounds
Effect: one vehicle
ST: no
This spell makes invisible a vehicle (a cart, a
ship) and anything it carries. The area of effect of the spell is a sphere
with diameter equal to the wizard's level (max 10 meters): if target vehicle
doesn't fit fully into this sphere, the spell fails. From inside the vehicle
it is hard to look outside. Every item will be unfocused, as if under
a blur spell (this only from the vehicle occupants' point of view). As
soon as an object gets out of the vehicle or someone inside attacks someone
outside, the spell ends. It can't last longer than 24 hours.
Source: Zappo
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