Using an existing vehicle such as a cart or wagon, you summon a spirit that powers the vehicle you place the khyber shard onto. The vehicle has the statistics of a normal vehicle of its sort, though it is celestial, fey, fiendish, or elemental (your choice) in origin. The physical characteristics of the vehicle reflect its origin to some degree. For example, a fiendish wagon might turn jet black in color, and project a dark, sinister energy from it's wheels. You have a supernatural bond with the conjured vehicle that allows you to drive beyond your normal ability. While driving the powered vehicle, you are considered proficient with vehicles of its type, and you add double your proficiency bonus to ability checks related to driving the vehicle. While driving the vehicle, you can make any spell you cast that targets only you also target the vehicle. If the vehicle drops to 0 hit points, the spirit disappears. You can also dismiss the spirit from the shard at any time as an action. You can’t have more than one vehicle bonded by this spell at a time.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can power a water vehicle large enough to carry six Medium creatures. When you cast this spell using a spell slot of 5th level or higher, you can power an air vehicle large enough to carry ten Medium creatures. When you cast this spell using a spell slot of 7th level or higher, you can conjure any type of vehicle, subject to the DM’s approval.
* - (A khyber crystal)Previous Versions
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