Spell Index


Teleport

Teleport allies or enemies

Conjuration
Action: See text
Components: V,S,M
Duration: Instantaneous
Spell Lists: Alchemy,Arcane,Divine,Nature,Psychic
Levels: 2,4,6,8,10

The Teleport spell allows the caster to transport themselves, creatures, and objects to a location they can visualize or have memorized. As the caster gains levels, the range of the spell increases, both in terms of how far they can teleport objects and creatures (Teleportation Distance) and how far they can acquire targets for teleportation (Acquisition Range). The spell also evolves to offer large-scale zone teleportation, interplanar travel, and more complex abilities.


Level 2: Solo Teleport

At level 2, the caster can teleport themselves to any visible location or a spot they have seen in the last 5 minutes + 1 minute per point of Intelligence.


Level 4: Teleport an Ally or Enemy

At level 4, the spell's power grows, allowing the caster to teleport one touched ally, enemy, or a large object to a distant location. Unwilling creatures may resist with a Will save. The caster's own teleportation is optional.


Level 6: Targeted or Zone Teleport

At level 6, the caster unlocks two modes of teleportation: Targeted Teleport and Zone Teleport. The Targeted Teleport allows the caster to acquire and teleport multiple creatures or objects, while the Zone Teleport can move everything in a selected radius. The caster's own teleportation is optional.


Level 8: Expanded Targeted or Zone Teleport

At level 8, the spell's capabilities expand significantly. Both Targeted Teleport and Zone Teleport are more powerful, with a wider range and ability to affect larger objects. The caster's own teleportation is optional.

Unwilling creatures can attempt a Will save. If they fail, they become dazed for 1 tick due to Spatial Instability. At this level, Echo Teleport also comes into play, leaving behind an illusion of the teleported creature or object for 1 turn, which can be detected with a Will save.


Level 10: Ultimate Targeted or Mass Zone Teleport

At level 10, the spell reaches its most powerful form, allowing for massive teleportation over unlimited distances and planes. The caster's own teleportation is optional.

As with earlier levels, unwilling creatures may resist with a Will save. Failure results in the dazed condition due to Spatial Instability, and Echo Teleport persists for 1 turn, providing tactical misdirection.


Core Features