Mystic Travel

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Cost: 30 motes
Target: Unit of travelers

A path exists to convey travelers from one end to the other. The sorcerer reaching out his hand and the path she wishes to follow briefly shines silver and gold. Then the sorcerer yanks, pulling the end of the path to her and her companions. The sorcerer then can travel along the path at 10 times her normal speed: The spell does not actually help the sorcerer move faster. Instead, it shrinks the world—at least for the sorcerer, along that particular path. Any clear path is valid, from commonly used ocean trade routes to animal trails through the woods.

A sorcerer can share this spell with other beings. Before casting the spell, the sorcerer performs a 15- minute ceremony in which she anoints herself, the road and the leader of any unit she wishes to affect (the general of an army, the captain of a ship, the messiah of bunch of apostles, or whatever). Units of any size are valid targets for this spell, from a circle of five to a First Age legion of 10,000 or larger, as long as they all travel with the sorcerer.

The spell lasts until the sorcerer reaches her destination. Any physical breach in the path also ends the spell when the unit reaches it. A broken bridge or dammed river accomplishes this, as do temporary obstacles like a fallen tree that completely blocks a road. Waterborne trade routes rarely suffer such obstructions, but when they do, the obstructions tend to consist of living islands peopled by cannibals—which generally merits greater consideration than a log on a road.

Note: Mystic Travel cannot be combined with other travel spells. Use of one spell breaks the other.