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School chronomancy (teleportation); Level time mage 3

CASTING

Casting Time 1 standard action

EFFECT

Range personal
Target you
Duration instantaneous

DESCRIPTION

This spell instantly transports you to a designated destination, which may be as distant as 100 miles per caster level. Interplanar travel is not possible. You can bring along objects as long as their weight doesn’t exceed your maximum load.

You must have some clear idea of the location and layout of the destination. The clearer your mental image, the more likely the teleportation works. Areas of strong physical or magical energy may make teleportation more hazardous or even impossible.

To see how well the teleportation works, roll d% and consult the following table. Refer to the following information for definitions of the terms on the table.

Table: Bend Space and Time

Familiarity On Target  Off Target Similar Mishap
Very familiar 01–97 98–99 100
Studied carefully 01–94 95–97 98–99 100
Seen casually 01–88 89–94 95–98 99–100
Viewed Once 01–76 77–88 89–96 97–100
False destination  — 81–92 93–100

Familiarity “Very familiar” is a place where you have been very often and where you feel at home. “Studied carefully” is a place you know well, either because you can currently physically see it or you’ve been there often. “Seen casually” is a place that you have seen more than once but with which you are not very familiar. “Viewed once” is a place that you have seen once, possibly using magic such as scrying.

“False destination” is a place that does not truly exist or if you are teleporting to an otherwise familiar location that no longer exists as such or has been so completely altered as to no longer be familiar to you. When traveling to a false destination, roll 1d20+80 to obtain results on the table, rather than rolling d%, since there is no real destination for you to hope to arrive at or even be off target from.

  • On Target: You appear where you want to be.
  • Off Target: You appear safely a random distance away from the destination in a random direction. Distance off target is d% of the distance that was to be traveled. The direction off target is determined randomly.
  • Similar Area: You wind up in an area that’s visually or thematically similar to the target area. Generally, you appear in the closest similar place within range. If no such area exists within the spell’s range, the spell simply fails instead.
  • Mishap: You have gotten “scrambled.” You take 1d10 points of damage, and you reroll on the chart to see where you wind up. For these rerolls, roll 1d20+80. Each time “Mishap” comes up, you take more damage and must reroll.