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Knigets

Teleport

Magic Points:

6
Range:

Touch
AoE:

20' radius globe
Cast:

2
Duration:

Permanent
Damage:

NA
Occutism:

50%

Description:

When this spell is used, the caster instantly transports the target, along with a certain amount of additional weight that is on or being touched by the caster, to a another destination within the biosphere of their current world. The occultist is able to teleport one human sized creature (or 200 lbs of material) per infused Weave. There is always the possibility of an error in arriving, and luck plays a part in every teleport. Upon a successful casting the occultist must roll against their Luck stat to determine how close to the target area they arrive. The success of the caster's skill roll determines any modifications to the Luck roll (see table).

Skill Roll Luck Roll
Normal Success 1R Disadvantage
Hard Success Normal Roll
Extreme Success 1R Advantage
Critical Success No Roll Needed
Critical Fail See below

A successful Luck roll means the targets arrived within 10' of the desired target in areas free from harmful effects. A failed Luck roll means the targets arrive randomly and scattered. Subtract the caster's Luck attribute from the actual Luck roll; this is the distance away from the target, in feet, where the characters being teleported arrive. Each creature being teleported then rolls a 1d6 to determine the direction away from the target area where they arrived:

d6 Roll Direction Off Target
1 Arrive North of target
2 Arrive East of target
3 Arrive South of target
4 Arrive West of target
5 Arrive vertically above target
6 Arrive vertically below target

If the creature arrives above the target area, or above an empty space, calculate falling damage appropriately. Arriving below the target area means the instant death of the target if the area into which they teleports is solid. (A kind Storyteller can either adjust the story so the character arrives in an open space: cavern, basement, sewer, etc. or give such doomed creatures a POW check to instead resist the Teleport and be subject to a Critical Fail result instead.) On a Critical Fail the caster rolls percentile die and the result times 10 is the number of miles away from the target area the teleport subjects arrive. The saving grace of a Critical Fail is characters will not arrive in a location which is immediately fatal. All creatures affected by a Critical Fail will arrive within a 10 square mile area of each other. (This does not mean 'safe.' Characters may teleport high, arriving on the back of a draken or aboard a hostile skyship, may teleported miles underground into a sealed cavern, may materialize miles out to sea, or may teleport in to the middle of a sacrificial cult's holy celebrations or an emperor's seraglio. Storytellers, be creative!)

Example: Willey Pete casts Teleport in an attempt to escape a pack of Sepiida with a target area of a pub in Port Royal. His Teleport skill role is a Normal success, so he then rolls against his Luck to determine how close to the bar he arrives. A Normal skill success means Willey's Luck roll is at 1R Disadvantage, and he rolls to high by 15. Rolling for direction on a d6 results in a 6, so Willey materializes 15 feet below ground. The Storyteller, not wanting to Insta Kill the character, instead decides Willey appears in the privy of a secret sub-basement of the pub, with a gang of thieves plotting their next heist in the adjoining room. Suddenly the ringleader announces he has to see a man about a snallygaster...

Involuntary targets get a POW check to resist the spell, and areas of strong physical or magical energies may make teleportation more hazardous or even impossible.