Evocation [force]
Level Magic-user 1
Components V, S, M
Casting Time 1 segment
Range 20-ft.
Area of Effect One plane of force
Duration 30 rounds plus 10 rounds per caster level
Save nil
A Wizard's Floating Disc spell creates a floating plane of force that can carry objects or creatures.
The disc is a 3-ft. diameter circular field of force that is slightly concave.
The disc floats 3-ft. above the caster's feet (or other appendage in relation to the center of the planet) and keeps within 6-ft. of the caster (treat as an adjacent square if using grid maps). Thus, if the caster can fly or move across water, the disc will follow. The typical position of the disc is to the casters rear.
As an innate ability (minor), the caster can direct the disc to move along it's current plane to another spot within the spell's range. The disc will stay there until the caster uses an innate ability to cause the disc to follow them again. Once moved along a horizontal plane, the disc will not readjust it's horizontal plane position until commanded to follow the caster again (it will then move to it's base position near the caster).
The disc is invisible.
The disc can hold up to 100-lbs. of weight per caster level. This can include creatures including the caster (although the disc will not move if the caster is borne by it, see Limitations below).
The disc can hold up to 2 gallons of liquid.
The disc has a maximum speed of 60-ft. per round.
The disc will automatically move around obstacles, following the caster.
The disc cannot be damaged or moved (only directed to move).
Objects on the disc are afforded no special protections from area attacks and these are considered unattended objects.
While the disc can carry objects that may form a sort of cover, the disc will avoid contact with creatures or objects unless commanded (using an innate ability as above) to remain still. Further movement is only possible by expending an innate ability (as above).
A creature under the disc gains 50% cover against missiles or objects. Energy attacks (whether targeted or area of effect) pass through the disc as if it were not there. A man-sized creature will be prone if crawling under the disc. Note that unless the disc has been commanded to move to a spot, it will avoid objects (like missiles).
A disc moved to a particular spot (and then is immobile) could obstruct the movement of a creature that cannot see it. Any passing through the space can make a Dexterity save vs. Petrify or have their movement obstructed (losing half of their remaining movement). This will also obstruct a charge attack (if the save is failed). The disc cannot trip creatures contacting it.
Limitations
If too much weight is placed on the disc, the spell will end, dropping all contents.
If the caster moves too quickly for the disc to stay within the range of the spell, the spell will end, dropping all contents.
The caster cannot specify the distance of the disc of the disk unless using an innate ability causing it to remain still or move to a particular spot and stay there. This does mean that for the caster to access an item on the disc an innate ability must first be used to cause it to remain still. Other creatures in melee range of the caster can pick up any object on an non-moving disc as if picking up an object from a table. This activity is a major action if the caster is in melee combat or the caster is moving.
If any of the caster's weight if being borne by the disc in any way, the disc will not move.
The disc cannot be grabbed by a creature as the edges have a way of slipping through one's fingers. A disc can be covered in material (e.g. tarp) and a rope attached to the material.
If evoked in an area with no gravity, the disc will float at the midpoint of the caster's body and "up" is determined when the spell is cast based on the caster's bodily position.
If the disc is placed in the way of a moving vehicle or object that weighs more than the disc's limit, upon contact, the spell will end, providing no hindrance to the vehicle or object (although objects born by the disc may).
Materials Components. A drop of mercury. The component is consumed in the casting of the spell. Cost/Scarcity. 5 g.p./Rare.
Known Substitutions. None.