Open the Dead Roads
Conjuration
A creature or object brought into being or transported to your location by a conjuration spell cannot appear inside another creature or object, nor can it appear f loating in an empty space. It must arrive in an open location on a surface capable of supporting it.
The creature or object must appear within the spell's range, but it does not have to remain within the range.
This spell is legal for play but accessible only to worshippers of Barzahk.
Available to
- Casting Time
- 1 minuteMost spells take 1 standard action; others list 1 round, 1 minute, or more, or use a swift or immediate action.Full rule on Archives of Nethys ↗
- Components
- V, S, DFV (Verbal): A spoken incantation; you must be able to speak in a strong voice. A silence effect or a gag spoils it, and being deafened risks failure.S (Somatic): A precise movement of the hand; you must have at least one hand free to perform it.DF (Divine Focus): An item of spiritual significance — e.g. a holy symbol appropriate to your faith, or a druid's or ranger's sprig of holly.Full rule on Archives of Nethys ↗
- Range
- touchHow far the spell reaches. Close = 25 ft + 5 ft/2 levels; Medium = 100 ft + 10 ft/level; Long = 400 ft + 40 ft/level. Personal = yourself; Touch = a creature or object you touch.Full rule on Archives of Nethys ↗
- Target
- up to one touched creature/levelHow the spell is aimed: a Target (specific creatures or objects), an Effect it creates (e.g. a wall or a summoned creature), or an Area shape (burst, cone, line, and so on). Some areas are shapeable. "Target or Area" means the spell uses either, at your choice.Full rule on Archives of Nethys ↗
- Duration
- 1 hour/levelHow long it lasts. Instantaneous resolves at once; Concentration lasts while you keep focusing; Permanent lasts until dispelled. A trailing "(D)" means you can dismiss it as a standard action.Full rule on Archives of Nethys ↗
- Saving Throw
- Will negates (harmless)If a save is allowed, the target rolls Fortitude, Reflex, or Will: the result negates, gives partial, half, or no effect. "harmless" lets a willing target decline. Save DC = 10 + spell level + your casting ability modifier.Full rule on Archives of Nethys ↗
- Spell Resistance
- yesWhether a creature's spell resistance can block the spell (Yes/No). For "harmless" spells a willing creature may lower its SR to be affected.Full rule on Archives of Nethys ↗
When traveling the otherworldly paths of the Dead Roads, you move at a speed of 50 miles per hour regardless of the terrain on the Material Plane. Your own movement speed does not change; you simply arrive at distant destinations more quickly because the Dead Roads offer a shorter route. You can exit the Dead Roads at any point before reaching your destination by wandering off the path, in which case you are usually returned to your starting place. If this would place you within a solid object, you (and any creatures with you) are shunted to the nearest empty space available.
Because the Dead Roads occupy another plane, it is impossible to spy on the Material Plane while using this spell without additional spells or supernatural abilities.
Open the Dead Roads can be used to travel to or from the Shadow Plane, the Ethereal Plane, the Astral Plane, or the Boneyard; any of these destinations requires 10 hours of travel. Thanks to their unique nature, the Dead Roads can be used to travel from any plane to the Material Plane—a trip likewise requiring 10 hours—unless that plane normally bars all extraplanar travel.
Creatures you bring with you to the Dead Roads are not obligated to follow you. If they wander off, there is an 80% chance they arrive at a random point on the Material Plane within 2d6×10 miles of your starting point, otherwise they arrive in the Boneyard.