Showing posts with label Teleportation. Show all posts
Showing posts with label Teleportation. Show all posts

Sunday, January 2, 2011

Campaign Design - Spells: Dimensional Warp

Dimensional Warp (from Portals & Planes)
Conjuration [Teleportation]

Level: Sorcerer/Wizard 3
Components: V, S, F
Casting Time: 1 standard action
Range: Medium (100 feet + 10 feet per caster level)
Target, Effect, or Area: You and one willing recipient per caster level
Duration: Instantaneous
Saving Throw: None (see below)
Spell Resistance: Yes (harmless)

You and a number of willing creatures up to your caster level are teleported to any point up to the spell’s maximum range. You may determine the exact placement of your fellow travelers at your arrival point, but they all must be within 30 feet of your destination. They can be above, below, or beside you, as long as they are within this range. Unwilling creatures are never affected by this spell.

A creature affected by a dimensional anchor cannot travel via this spell.

Arcane focus: A small, iron mesh worth 25 shillings.

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Campaign Design - Spells: Dimensional Slip

Dimensional Slip (from Portals & Planes)
Conjuration [Teleportation]

Level: Sorcerer/Wizard 1
Components: V, S, F
Casting Time: 1 standard action
Range: Touch
Target, Effect, or Area: Creature touched
Duration: 1 minute per caster level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

You create a slight fold in the planar fabric, allowing a creature to move faster than normal as it takes steps in sixth- or seventh- dimensional space. The recipient of this spell gains a +5 foot bonus to speed plus another +5 foot bonus to speed for every five of your caster levels. Apply this bonus to the creature’s speed before accounting for any armor or heavy loads it carries.

A creature affected by dimensional anchor cannot travel via this spell.

Arcane focus: A slip of paper folded into a loop.

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Campaign Design - Spells: Dimensional Hop

Dimensional Hop (from Portals & Planes)
Conjuration [Teleportation]

Level: Sorcerer/Wizard 2
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target, Effect, or Area: Creature touched
Duration: 1 minute per caster level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

You create a planar bubble around a creature, allowing it to cover the full range of its movement in a single step. The recipient of this spell may take a move-equivalent action to teleport a distance equal to its current speed, taking into account encumbrance and any other modifiers to speed. The creature must be able to see its destination point, but it may otherwise move up, down, or in any other direction. The creature instantaneously disappears from its starting point and appears at its destination. Moving in this manner does not draw attacks of opportunity.

A creature affected by a dimensional anchor cannot travel via this spell.

Material component: A piece of parchment crumpled into a ball that you pull flat as you cast the spell.

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Campaign Design - Spells: Dimension Portal

Dimension Portal (from Portals & Planes)
Conjuration [Teleportation]

Level: Sorcerer/Wizard 6
Components: V
Casting Time: 1 standard action
Range: Long (400 feet + 40 feet per caster level)
Target, Effect, or Area: A dimensional passage consisting of two points
Duration: 1 round per caster level
Saving Throw: None
Spell Resistance: No

You instantly transfer yourself from your current location to any other spot within range. You always arrive at exactly the spot desired — whether by simply visualizing the area or by stating direction. After using this spell, you can’t take any other actions until your next turn. You can bring along objects as long as their weight doesn’t exceed your maximum load. You may also bring one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load) or its equivalent per three caster levels. A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth. All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you.

If you arrive in a place that is already occupied by a solid body, you and each creature traveling with you take 1d6 points of damage and are shunted to a random open space on a suitable surface within 100 feet of the intended location.

If there is no free space within 100 feet, you and each creature traveling with you take an additional 2d6 points of damage and are shunted to a free space within 1,000 feet. If there is no free space within 1,000 feet, you and each creature travelling with you take an additional 4d6 points of damage and the spell simply fails.

The passage you create remains in place after you travel through it and other creatures may use it until the spell’s duration ends. The portal appears as a gleaming point of light. It has no effect on attacks, provides no cover, and does not block movement. A creature must enter the space you occupied when you first cast this spell and spend a standard action to move through the portal. It counts as having cast dimension door, save that it appears at the destination point you originally chose.

Travel is possible in only one direction. Creatures can enter at the spot which you created the portal and exit it at the same place you traveled to, but they cannot do the opposite. If a creature would appear in a spot that is too tight to hold its bulk or in an area already occupied by a creature, it counts as entering a spot occupied by solid matter with all the attendant consequences.

A creature affected by a dimensional anchor cannot travel via this spell.

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Campaign Design - Spells: Teleport Redirect

Teleport Redirect (from the Book of Eldritch Might)
Evocation [Teleportation]

Level: Sorcerer/Wizard 5
Components: V, S
Casting Time: 1 standard action
Range: Close (25 feet + 5 feet per 2 caster levels)
Target, Effect, or Area: 20-foot diameter sphere
Duration: 1 hour per caster level
Saving Throw: None
Spell Resistance: Yes

If any teleportation subtype spell is cast within the radius of this spell, the destination of the teleport spell is redirected to a location you chose at the time of casting teleport redirect. For example, you cast teleport redirect in a king's throne room with a prison cell as the chosen destination. If a hamatula in the throne room attempts to use its teleport without error ability, it ends up in the cell.

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Campaign Design - Spells: Holy Beacon's Answer

Holy Beacon's Answer (from Relics & Rituals)
Conjuration [Teleportation]

Level: Paladin 4
Components: V, S, DF
Casting Time: 1 full round
Range: Special
Target, Effect, or Area: One paladin (see text)
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes (harmless)

You may cast this spell upon yourself, or you may cast this spell upon another paladin, but only if the other paladin has witnessed the holy beacon in question. Any and all items or objects the transported paladin is carrying will be teleported along with her to the side of the distressed paladin who sent the holy beacon, but no other living creatures (including mounts) may be teleported.

There is no room for the spell wrong in terms of where the teleporting paladin is relocated; in this sense, the spell works like teleport without error. In addition, the paladin will appear in the nearest safe point to her comrade. For example, if a beacon-warded paladin had been knocked unconscious by a band of ratmen and then suspended over a fiery, subterranean lava flow, then this spell might place the rescuing paladin on the banks of the fiery river.

The casting of this spell involves uttering a prayer while placing one's hand over one's eyes, as if looking for something far off in the distance.

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Campaign Design - Spells: Antaia's Theft

Antaia's Theft (adapted from the Book of Eldritch Might III; originally Alikaba's Theft)
Transmutation [Teleportation]

Level: Sorcerer/Wizard 3
Components: V, S
Casting Time: 1 standard action
Range: Close (25 feet + 5 feet per 2 caster levels)
Target, Effect, or Area: One object or creature
Duration: Instantaneous
Saving Throw: Reflex negates
Spell Resistance: Yes

You must have both hands free to cast this spell, which allows you to steal whatever someone is holding. Whatever she has in her hands, you now hold in yours. You may steal only a single object or creature, although it can be a complex object (a backpack full of gear counts as a single object). You may not steal an object the subject is wearing, such as a ring. You can steal a creature grappled by another creature. The object or creature must be something you can life over your head.

If you are holding something else, you drop what you are holding to hold the stolen object instead. Should you have a free hand, it appears in your free hand, assuming it can be held in one hand. If both hands are full, however, you drop all other held objects to hold the stolen object in both hands. If you transfer a creature, neither the creature nor you get an attack of opportunity. You now share the same space.

If you transfer an immediately harmful substance, such as a handful of acid or a burning hot coal, you suffer damage immediately, but can drop the object as a free action on his turn. If you transfer something you cannot sustain due to its weight of unwieldy nature, you drop it immediately and must make another Reflex save to avoid dropping it on yourself (such as on your foot) or falling down due to the weight, or both, as the DM sees fit to adjudicate. Only items unattached to a creature can be transferred or dropped because of this spell. A sword in a locked gauntlet or certain cursed items are unaffected.

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Campaign Design - Spells: Antaia's Gift

Antaia's Gift (adapted from the Book of Eldritch Might III; originally Alikaba's Gift)
Transmutation [Teleportation]

Level: Sorcerer/Wizard 3
Components: V, S
Casting Time: 1 standard action
Range: Close (25 feet + 5 feet per 2 caster levels)
Target, Effect, or Area: One object or creature
Duration: Instantaneous
Saving Throw: Reflex negates
Spell Resistance: Yes

Whatever you hold in your hands you immediately transfer into the hands of a creature you designate at the time of casting. If the subject holds something else, he drops what he is holding to hold your gifted object instead. Should the subject have a free hand, it appears in his free hand, assuming it can be held in one hand. If both hands are full, however, he drops all other held objects to hold the gift in both hands. You may transfer only a single object or creature (with gear), although it can be a complex object (a bucket of water counts as one object). The object or creature must be something you can lift over your head. Failing the saving throw means the subject does not grab the gift; it appears and falls to the ground at his feet. If you transfer a creature, neither the creature nor the subject of the gift get an attack of opportunity. They now share the same space.

If you transfer an immediately harmful substance, such as a handful of acid or a burning hot coal, the subject suffers damage immediately (if he fails his save) but can drop the object as a free action on his turn. If you transfer something the subject cannot sustain due to its weight of unwieldy nature, the subject drops it immediately and must make another Reflex save to avoid dropping it on himself (such as on his foot) or falling down due to the weight, or both, as the DM sees fit to adjudicate. Only items unattached to a creature can be transferred or dropped because of this spell. A sword in a locked gauntlet or certain cursed items are unaffected.

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Campaign Design - Spells: Hangman's Grove

Hangman's Grove (from Relics & Rituals: Excalibur)
Conjuration [Teleportation]

Level: Sorcerer/Wizard 4
Components: V, S, M
Casting Time: 1 hour
Range: Close (25 feet + 5 feet per 2 caster levels)
Target, Effect, or Area: 20-foot-radius circle + 5 feet per caster level
Duration: 1 week + 1 week per 3 caster levels
Saving Throw: None
Spell Resistance: No

When a creature dies within the affected area, assuming the spell is still in effect, their body is instantly transported onto the tree or structure of your choice and bound there appropriately. A wizard who has taken up residence in a particular spot may use this spell to create a permanent grisly memorial to the knights who have stood against him.

Material component: A miniature hangman’s noose and a twig or nail from the selected tree or structure.

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Campaign Design - Spells: Hangman's Tree

Hangman's Tree (from Relics & Rituals: Excalibur)
Conjuration [Teleportation]

Level: Sorcerer/Wizard 2
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 feet + 5 feet per 2 caster levels)
Target, Effect, or Area: One humanoid creature
Duration: 1 hour + 1 hour per 3 caster levels
Saving Throw: Will negates
Spell Resistance: Yes

When the creature targeted by the spell dies, assuming the spell is still in effect, their body is instantly transported onto the tree or structure of your choice and bound there appropriately. Generally, an evil wizard casts this spell upon knights as they battle his champion, so that a nearby tree becomes festooned with dead knights lashed to its branches.

Material component: A miniature hangman’s noose and a twig or nail from the selected tree or structure.

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