Fast Travel (Reversible)
- SchoolAlteration
- ComponentsV, S, M
- RangeTouch
- Area1 vessel
- Casting time3
- Duration1 hour +1 hour/level
- SaveNone
This spell is usually used on seagoing vessels, although it would work on a riverboat or skyship as well. The spell works by magically reducing hull friction and augmenting sail efficiency. Typical uses of the spell include: fleeing combat, chasing a faster ship, running before a storm, and making a quick passage.
The first form of the spell fast travel causes the vessel to proceed at a speed 5% greater than its normal maximum speed, per level of the caster. There is a maximum speed increase of 50%. The vessel must save vs. crushing blow once per hour. If the save fails, the vessel immediately drops to its maximum rated speed and must receive major repairs at the earliest opportunity. The repairs cost not less than 10% of the original cost of the vessel. The caster can cancel the spell at any time. The caster does not need to concentrate on this spell once it is cast.
The second form of the spell allows a ship to proceed at 100% of its base movement speed for the duration of the spell, even if there is no wind.
The material component of the spell (not consumed) is an elaborately decorated hand-fan, which must be waved for the duration of the spell (although not necessarily by the caster). The fan must be worth at least 30 gp.
The shipmage may reverse the first form of this spell and use it against an enemy ship. The reverse of the first form, slow travel, reduces speed by 5% per level of the caster. In this case, the enemy ship gains a saving throw (as the captain of the vessel) to avoid the effect of the spell.
Sources: Dragon Magazine