Difference between revisions of "Blink (spell)"

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[[File:Blink (spell).jpg|right|490px|thumb]]
 
[[File:Blink (spell).jpg|right|490px|thumb]]
'''Blink'' is a spell that allows the caster to instantaneously move from one location to the next, disappearing from his or her current [[Combat Hex|hex]] and reappearing in another up to four hexes away.  In game time, the transfer requires 1 [[Action Points|action point]] from the character's movement.
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'''Blink''' is a spell that allows the caster to instantaneously move from one location to the next, disappearing from his or her current [[Combat Hex|hex]] and reappearing in another up to four hexes away.  In game time, the transfer requires 1 [[Action Points|action point]] from the character's movement.
  
 
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| level = [[Mage 3rd Level Spells|mage (3rd)]]
 
| level = [[Mage 3rd Level Spells|mage (3rd)]]
 
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Once the spell is put in place, the character can perform the blink once per level, but no more than once per combat round.  The window for accomplishing the number of blinks available is '''one minute per level''', or 25 rounds.  Thus a 5th level caster could instantly travel 5 times in all, with plenty of time between blinks before the spell's duration runs out.
  
Once the spell is put in place, the character can perform the blink once level]], but no more than once per combat roundThe window for accomplishing the number of blinks available is '''one minute per level''', or 25 rounds.  Thus a 5th level caster could instantly travel 5 times in all, with plenty of time between blinks before the spell's duration runs out.
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Upon "blinking in," the character transitions comfortably to his or her next location, retaining the ability to act normally, undisturbed by the abrupt shift in locationThus the character can begin a round with a blink and take action, or save the blink to finish; likewise, he or she may act, then blink, then act again, if a sufficient number of action points are available.
  
Upon "blinking in," the character transitions comfortably to his or her next location, retaining the ability to act normally, undisturbed by the abrupt shift in location.  However, the character can't blink if presently casting a [[Spellcasting|spell]] or [[Cantrip|cantrip]], nor while holding a spell prior discharge; the blink is too disorienting for that, and ruins the spell.
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== Constraints ==
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The effect can't be engaged if the caster is [[Spellcasting|spellcasting]] or holding a spell prior to discharge.  Nor can the character blink if [[Stun Lock|stunned]].
  
If the character is stunned,  
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The blink disregards any physical constraints, so the character may easily blink out of manacles, or from a prison cell or cage.  Even the caster's attire and equipment can be shucked off in this manner.  As well the caster may take along any equipment they are carrying, and even another creature if it can be lifted from the ground and falls within the caster's [[Encumbrance|encumbrance]] capacity.
  
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The caster has the ability to blink to the other side of a wall, albeit blindly. However, such an action may lead to significant trouble, such as ending up in the midst of an irate group of [[Ogre|ogres]].  Conversely, if this maneuver results in the character blinking into, for instance, solid rock, the blink spell fails, and any subsequent attempts at blinking are negated, as the spell is dispelled.
  
  
The blink cannot be done after any action has been taken (usually dictated by the expenditure of action points, but not necessarily).  The blink ''must'' happen at the start of the caster's round and at no other time.  The blink ignores all physical restraints, so that a box, or manacles, even the caster's clothes and equipment if wished, can be blinked out of and left behind.  Anything worn or carried can be brought along.
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See [[Teleport (spell)]]
  
The caster is not required to blink in any given round.  They can, if they wish, skip round after round, then use up another of their blinks when it seems useful to do so.  The remaining blinks will remain possible for up to one minute per level after the spell has been put into effect (discharged).
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[[Category: Magical Spells]][[Category: Reviewed]]
 
 
[[Category: Magical Spells]]
 

Latest revision as of 01:28, 25 July 2024

Blink (spell).jpg

Blink is a spell that allows the caster to instantaneously move from one location to the next, disappearing from his or her current hex and reappearing in another up to four hexes away. In game time, the transfer requires 1 action point from the character's movement.

Blink
Range self
Duration 1 blink per level; see text
Area of Effect transfer up to 20 ft.
Casting Time 2 rounds
Saving Throw none
Level mage (3rd)

Contents

Once the spell is put in place, the character can perform the blink once per level, but no more than once per combat round. The window for accomplishing the number of blinks available is one minute per level, or 25 rounds. Thus a 5th level caster could instantly travel 5 times in all, with plenty of time between blinks before the spell's duration runs out.

Upon "blinking in," the character transitions comfortably to his or her next location, retaining the ability to act normally, undisturbed by the abrupt shift in location. Thus the character can begin a round with a blink and take action, or save the blink to finish; likewise, he or she may act, then blink, then act again, if a sufficient number of action points are available.

Constraints

The effect can't be engaged if the caster is spellcasting or holding a spell prior to discharge. Nor can the character blink if stunned.

The blink disregards any physical constraints, so the character may easily blink out of manacles, or from a prison cell or cage. Even the caster's attire and equipment can be shucked off in this manner. As well the caster may take along any equipment they are carrying, and even another creature if it can be lifted from the ground and falls within the caster's encumbrance capacity.

The caster has the ability to blink to the other side of a wall, albeit blindly. However, such an action may lead to significant trouble, such as ending up in the midst of an irate group of ogres. Conversely, if this maneuver results in the character blinking into, for instance, solid rock, the blink spell fails, and any subsequent attempts at blinking are negated, as the spell is dispelled.


See Teleport (spell)