Home | Powers | Abjuration | Biomancy | Chronomancy | Conjuration | Divination | Enchantment | Evocation | Illusion | Necromancy | Transmutation | Universal | Mana Points | Upgrades | Downgrades


Teleportation



Conjuration, Rare, Teleport


Activation: 2 actions (standard); 25% failure chance

Target: Self

Rolls: Fortitude or Will negates



The target is teleported a distance up to Close range to another location you perceive during the entirety of casting.

If something obstructs your view from either the target or destination, you must succeed on a Concentration check with a DC of 10 + double spell rank. You take a penalty to this check equal to the concealment or cover penalty to attack rolls (including rolling miss chances as your effective spell failure).

Failing to cast the spell on a willing target knocks the target prone, deals 1d6 force damage per spell rank to them, and flings them 1 space per spell rank in a random direction. Failing to cast on an unwilling target deals this effect to the caster.

Transporting the target into an occupied space causes the same effects as failing to cast the spell on a willing target after the teleportation and shifts them to the nearest unoccupied space.



Tier 2: Secondary range increases to Medium.

Tier 3: Secondary range increases to Long.

Tier 4: Secondary range increases to 1 mile.

Tier 5: Secondary range increases to 10 miles.

Tier 6: Secondary range increases to 100 miles.

Tier 7: Secondary range increases to 1,000 miles.

Tier 8: Secondary range increases to global, meaning anywhere on the same planet or within orbit of it.

Tier 9: Secondary range increases to stellar, meaning anywhere on within the same star system.

Attack Use (+1): Applying this upgrade allows you to use this effect as an attack on a single creature or object within reach. On a failed save they take 1d6 force damage per tier, are knocked prone, and flung 1 space per tier in a random direction. On a critically failed save they are also transported to the desired plane.

Fast Cast (+2): Casting time is reduced by 1 step: 24 hours --> 6 hours --> 2 hours --> 30 minutes --> 10 minutes --> 1 minute --> 3 rounds --> 3 actions --> 2 actions --> 1 action --> reaction --> free. This  cannot reduce casting time below 2 actions for any effect that targets multiple targets or targets an area. It cannot reduce the casting time for any harmful effect below 1 action.

Slow Cast (-2): Increase the casting time by 1 step: free --> reaction --> 1 action --> 2 actions --> 3 actions --> 3 rounds --> 1 minute --> 3 minutes --> 10 minutes --> 30 minutes --> 2 hours --> 6 hours --> 24 hours. This downgrade can be applied only twice.

Shared Cast (+1): Target becomes any number of creatures and/or objects fitting within a 5-foot diameter (1 space) and weighing less than 1,000 lbs. If targets are crowded, treat the caster's view as obstructed by total concealment. This can be stacked doubling the radius and increasing the weight limit by a factor of 10 each time: 10-foot and 5 tons the 2nd time, 20-foot and 50 tons the third time, 40-foot and 500 tons the fourth time, etc.

Waypoints (+1): You do not need to perceive the desired location to magically travel to it so long as you have access to a waypoint at both the starting point and end point you wish to transport to. If you apply this upgrade a second time, you only need a waypoint at the end of your destination and not at the beginning.