Cloud Journey
Spellcraft DC: 50
Components: V, S, Ritual
Casting Time: 10 minutes
Range: 300 ft.
Target/Area/Effect: All willing creatures within a 500-ft. radius
Duration: 20 hours (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
To Develop: 450,000 gp; 9 days; 18,000 XP. Seeds: energy (weather) (DC 25), transport (DC 27), armor (DC 14). Factors: change area from personal to area (+15), 20-ft radius (+2), increase area to 500 ft. radius (+20). Mitigating Factors: increase casting time by 9 minutes (-18), four additional casters contributing 4th-level spell slots (-28 DC), 7d6 backlash (-7 DC).
    As this spell is cast a massive thunderhead of mammatus clouds fills the sky above the target area. Upon completion, a tower of clouds descends from the sky and bears all willing creatures and attended objects within the area of effect high into the sky and hidden within the clouds. All affected creatures and attended objects within the cloud are comfortably supported upon a massive surface of force-like energy which offers complete cover against attacks which originate from beneath the cloud. Passengers are protected from the cold of high altitudes and are unaffected by natural inclement weather as they travel. Once aloft, passengers cannot depart from the area of effect. They are quickly moved through the air at a rate of up to 600 feet per round (60 mph) and with poor maneuverability. The spellcaster directs where the cloud travels.
    At the end of the spell duration or upon dismissal, the cloud descends and gently sets its cargo upon the ground. The clouds then disperse within three rounds; prevalent weather conditions are unaffected.
    While traveling, passengers of the cloud have complete concealment from creatures outside of the cloud. Within the cloud, passengers can see each other without difficulty, as though they were in a large pocket of air within the cloud. The vision of the primary caster is not at all obstructed by the cloud created by cloud journey; to the caster the cloud is a faint mist. This allows the caster to keep an eye upon the terrain below. Upon landing, while the cloud disperses, all creatures within it have partial concealment.
    Witnesses of the cloud can attempt a Knowledge Nature (DC 20) skill check to determine that the cloud is not natural.