[see description]
Caster Level 12
Range See description
Area of Effect See description
Duration See description
Save See description
Aura Dim/Faint
Class Requirement none
Encumbrance none
XP Vale/GP Value See description
These feather tokens can be tossed into the air and they will transform into a magical item commanded by the possessor. Once the duration expires, the item and effect dissipate (each feather can only be used once). Each feather comes from a different animal. The type of feather may give a clue as to it's nature.
Use Token. [innate] (major) The possessor must toss a token in the air in the vicinity where they want the effect to take place. The range of a thrown token is 10-ft. The token then transforms into an object or creature as described below. Each token can be used only once. Creatures called will act during the round after they were called.
[alteration] When this token is tossed so as to fall onto an object floating in the water, a large anchor attaches itself via a forged chain and decends to the ground under the water. The chain will keep the object from moving for 24 hours (dismissable by verbal command from the possessor, "Release!"). Objects held by the anchor can still be capsized.
[conjuration/summoning; calling] When this token is tossed into the air, it calls a roc. If used in an area that cannot fit a roc (with a 60-ft. wingspan) or indoors/underground, the magic fails and the token falls to the ground becoming a mundane feather.
If the possessor is being attacked by flying enemies, the roc will attack them until they are grounded or driven away. The roc then disappears.
If no flying enemies are nearby, the roc will allow itself to be used for transportation. Up to six man-sized humanoids can "ride" the roc and the roc can also carry up to 10,000-lbs. in it's talons (flying at half-speed). The roc can fly continuously for up to 10 hours before landing and then disappearing. Otherwise, the roc will disappear after 24 hours. The roc will fly in the direction indicated by the possessor and will land when ordered. All commands must be made verbally with gestures.
In any case, the roc will defend itself without too much regard for riders. If seriously threatened, the creature will drop anything carried to meet the threat.
At anytime, the possessor can dismiss the roc (using the verbal command, "Go home!") and the roc will disappear if killed or the magic is dispelled.
[alteration] When this token is tossed into the air, it creates a fully functional campsite where it lands, including a tent suitable to house six Man-sized creatures, a campfire with enough dry wood to burn for 24 hours, a modest wooden table with two benches suitable to seat three people each, and a hitching post for up to six steeds. The campsite remains for up to 24 hours before disappearing, leaving no trace except footsteps and refuse left behind by those using the site.
[alteration] When this token is tossed into the air, it creates a giant flapping fan that generates a strong breeze able to propel a sail-powered water craft at maximum sail (assuming optimal conditions; favorable current, no cross wind, etc.). This breeze cannot increase prevaling wind conditions over a strong breeze, but can lessen wind conditions (no effect on waves) in a small area (30-ft radius). The fan will operate for up to 8 hours before disappearing. It can be dismissed by the possessor (using the verbal command, "Go away!"). If the fan is used on land, the magic fails and the token falls to the ground becoming a mundane feather.
[conjuration/summoning; calling] When this token is tossed into the air, it calls a giant ram. If used in an area that cannot fit the creature, the magic fails and the token falls to the ground becoming a mundane feather.
If the possessor is in combat, the ram will attack the possessor's enemies. Once the combat ends, the ram disappears.
If no enemies are nearby, the ram will allow itself to be ridden by the possessor (and saddled if a saddle fitting a heavy warhorse is at hand). For purposes of carrying capacity and overland travel, treat the ram as a heavy warhorse that can traverse hills or mountain terrain at normal speed (per the GM). If combat occurs, the ram will defend itself, but is not trained to carry a rider in combat. Unless the rider is very well trained (noble, paladin, cavalier, cavalry, horse-nomad, etc.), no actions can be taken while the ram attacks. If the possessor stops riding the ram, it will disappear. Otherwise, the ram will disappear after 24 hours.
[alteration] When this token is tossed into the air, it creates a barge shaped like a huge swan (50-ft. long by 20-ft. wide). The barge can carry up to thirty-two Man-sized or smaller creatures. A Large creature like a horse counts as four man-sized creatures, while an even larger creature will count as nine (or more). The barge can be commanded to "Go!" in a direction pointed at, being magically propeled. The swan boat can carry the above cargo up to 48 miles in a day over water (if against the current in a river, this become 6.5 miles). Tactical speed is considered 240-ft. per round ("swimming"). The swan can be dismissed by the possessor (using the verbal command, "Go away!"), otherwise it will remain for 24 hours.
[evocation] (instantanous) When the feather lands, it creates a 60-ft. tall oak tree with a 6-ft. diameter trunk and a 40-ft. diameter crown. If used in an area that cannot fit a 60-ft. tall tree, or in an area where the tree cannot grow roots (including in water deeper than 5-ft.), the magic fails and the token falls to the ground becoming a mundane feather. The tree is considered mundane and deeply rooted to the ground. It cannot be dismissed or dispelled.
[evocation] When this feather is tossed into the air, it creates a huge dancing whip that remains for 1 hour before it disappears. The whip follows the possessor (at a speed of up to 120-ft. per round) until commanded to attack a creature within 30-ft. as an innate ability (minor action). The possessor can command the whip to change targets (if within 30-ft. of the possessor) as an innate ability (minor action).
The whip strikes as a +1 huge dancing whip (1d6+1 plus entangle; AAC0 11). The whip ignores armor defense adjustments and can strike with multi-attack (+1) on any round it has not moved. When changing targets, the whip cannot attack unless the target is already in melee range of the whip.
Any creature under 20-ft. tall hit by the whip (whether taking damage or not) must make a Dexterity save vs. Wand or be entangled and restrained for up to 1d6+1 rounds. The whip releases the target at the end of this time, but can be commanded to attack again. Unless the creature is immune to entanglement, an entangled creature cannot escape the whip by any physical means. The whip can entangle a target even if it does no damage to it (e.g. DR/+2 or better). The possessor can command the whip to release a target as an innate ability (minor action).
The whip cannot be damaged by other weapons of any kind but can be destroyed or broken by energy attacks using the item saving throw table. The whip can be dispelled (if targeted by a dispel magic, the whip is automatically dispelled/gone).
If the possessor moves more than 30-ft. away from the whip, it disappears.