Difference between revisions of "Blink (spell)"

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[[File:Blink (spell).jpg|right|490px|thumb]]
 
[[File:Blink (spell).jpg|right|490px|thumb]]
Once '''Blink''' has been put into effect, the caster is able to begin each [[Combat Round|combat round]] by "blinking" a distance of up to four [[Combat Hex|combat hexes]]The caster simply disappears from one location and reappears at another. This transfer appears instantaneous to any onlooker; from the caster's perspective, the shift requires 12 seconds ~ one full round.  However, since this full round occurs on the [[Astral Plane (outer plane)|Astral Plane]], which the caster moves through, no time at all passes in normal space.
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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 awayIn game time, the transfer requires 1 [[Action Points|action point]] from the character's movement.
  
 
{{Spelltable
 
{{Spelltable
 
| name = Blink
 
| name = Blink
 
| range = self
 
| range = self
| duration = 1 blink per level, up to one minute per level after the spell is discharged
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| duration = 1 blink per [[Experience Level|level]]; see text
 
| area of effect = transfer up to 20 ft.
 
| area of effect = transfer up to 20 ft.
| casting time = 2 rounds
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| casting time = 2 [[Combat Round|rounds]]
 
| save = none
 
| save = none
 
| 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.
  
This transfer period allows the caster to orient themselves, so that they can be ready upon "blinking in" to act normally, unaffected by the shift in location and spaceDuring the round in the Astral Plane, a creature in that plane could be engaged in combat; but such an action would require initiative and a chance for both sides to attack.  If the caster were stunned, they would re-emerge in normal space and be [[Stun Lock|stun-locked]] for one round.  The caster cannot control how much time they remain on the Astral Plane during each blink; it is always one round.  Note that the time can also be used to speak with a resident in that plane.
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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 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.
  
However, the journey cannot be used to ready a [[Spellcasting|spell]] or [[Cantrip|cantrip]].  The spell or cantrip would be effective ... but once the return to normal space is accomplished, the magic is dispelledNo effect that is initiated on the Astral Plane will have any effect in normal space ~ including anything gained from a magic item, a potion or a [[Healing Salve (remedy)|healing salve]].  The time on the Astral Plane can be used to change weapons, however or to bring an item into hand.  During the journey, the caster is limited by the number of [[Action Points|action points]] (AP) they possess, as always.
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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 dischargeNor can the character blink if [[Stun Lock|stunned]].
  
The transfer does require 1 AP to commence; once returning to normal space and time, ''regardless of what has happened on the Astral Plane'', that 1 AP is spent and what happens after blinking-in again must account for that expenditureThus a mage with five total action points spends 1 AP, jumps into the Astral Plane, has five total points to use there, then reappears in normal space has only 4 AP left.
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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 mannerAs 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.
  
The caster can only accomplish the blink '''once''' per combat round.  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 timeThe 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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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 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).
 
  
[[Category: Magical Spells]]
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See [[Teleport (spell)]]
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[[Category: Magical Spells]][[Category: Reviewed]]

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)