Flyfield (Priest Spell)

This spell allows the caster (only) to cause a powerless, drifting spelljamming ship to suddenly lunge through space in a desired direction and dis­tance, up to the limits of the caster's range. It is commonly used to move a ship away from ram­ming attempts or collisions, escape missiles in combat, or to dart through crystal sphere portals.
The caster can activate the spell even if the words of activation cannot be heard due to magical silence or other circumstances. The spell activator has total control over the ship's direction and dis­tance. If no direction is chosen, the DM can choose one at random, using the rules governing grenade-like missiles in the DMG.
The incomplete spell remains effective for one day per level of the caster (for example, a 16th level priest could cast the spell, and at any time within the next 16 days speak the final words – and the ship she was in would instantly lunge as she desires).
If the priest is killed or feebleminded between casting and the end of effectiveness period, the spell is lost (normal sleep or unconsciousness do not count).
If the priest is in contact with two ships when the spell is activated, nothing occurs. The spell's magical field can be centered only on the priest and on a single ship.
This spell does not work upon any ship cur­rently under power (for example, being moved by spelljamming, a furnace, or other power source), but does work in wildspace, phlogiston, and atmos­pheres alike. It cannot affect a ship who's total ton­nage (atmosphere excluded) exceeds the limits of the caster's area of effect – if tried, the spell is lost.
The material components are two small pieces of any metallic, magnetized substance (or natural lodestones) and a small sphere of crystal.
Notes: Common for spelljamming cultures; otherwise very rare.
Category:Priest Spells
Category:Spells from Priest's Spell Compendium
Category:Spells