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Teleport
Teleport effects instantly transport targets from one location to another secondary location within the same plane of existence.
Unless noted otherwise, the creator of the effect must have a clear line of sight to both the target and access to a
waypoint to teleport from and to.
- Failing to use the effect on a willing target or transporting them into an occupied space knocks the target prone, deals 1d6 force damage per effect tier to them, and shoves them 1 space per tier in a random direction. They can only appear in an unoccupied space, so once they travel this distance they are then shifted further to the nearest unoccupied space, if necessary.
- Successfully casting it on an unwilling target also deals this effect to the target.
- Critically Failing to cast on an unwilling target deals this effect to the creator instead.
Wayfinding Conjuration (+1): This upgrade can be applied to any calling, planar, summoning, or teleport effect. The creator of the effect doesn't need a waypoint but can instead needs a clear line of sight to both the target and the secondary location, otherwise, they suffer
Failure Chance the same way an attack would due to concealment.
Last edited by arkrim, March 11 2026 18:50:38. Secured game article. You most log in to contribute.
Meta: path=76636/teleport | edited by=arkrim | can edit=arkrim