Difference between revisions of "Word of Recall (spell)"
Tao alexis (talk | contribs) |
Tao alexis (talk | contribs) (→Recall) |
||
(10 intermediate revisions by the same user not shown) | |||
Line 1: | Line 1: | ||
+ | [[File:Word of Recall (spell).jpg|right|525px|thumb]] | ||
+ | '''Word of Recall''' is a spell that enables the caster to return immediately to a designated "sanctuary" upon the pronouncement of a single word, comprising both the casting and discharge of the spell. All the caster is [[Encumbrance|carrying]], plus any other creature with whom the caster is in physical flesh-to-flesh contact, may be transported as well — provided this does not exceed the caster’s area of effect. No error can occur in the teleportation that results. | ||
{{Spelltable | {{Spelltable | ||
| name = Word of Recall | | name = Word of Recall | ||
| range = self | | range = self | ||
| duration = instantaneous | | duration = instantaneous | ||
− | | area of effect = self | + | | area of effect = self & 25 lbs. per [[Experience Level|level]] |
− | | casting time = 1 | + | | casting time = 1 [[Action Points|action point]] |
| save = none | | save = none | ||
| level = [[Cleric 6th Level Spells|cleric (6th)]] | | level = [[Cleric 6th Level Spells|cleric (6th)]] | ||
}} | }} | ||
+ | __TOC__ | ||
+ | The sanctuary must be a specific location, predetermined at the time of casting. It cannot be an undefined place, such as "somewhere safe" or "a nearby town." The destination must be a site the caster is deeply familiar with, such as a temple, a private chamber, or another well-known refuge where the caster is at home. When designating the sanctuary, the caster must be physically present at that location. The spell cannot be tied to a place the caster has only seen from afar or remembers from past visits — it must be a site where they stand at the time of casting. This ensures that the sanctuary is a real, tangible place rather than an abstract concept. | ||
− | + | It is usually best to choose a sanctuary that is consistently safe, as the spell provides no additional protections once the caster arrives. Ideally, the location should have defensive measures in place, whether through physical barriers, magical wards or trusted allies who can provide security. If the sanctuary becomes compromised, the caster may find themselves escaping into danger rather than away from it. | |
− | The | + | == Scale of Recall == |
+ | The distance the caster can be transported by Word of Recall is infinite. There is no limit to how far the sanctuary may be from the point of departure, whether across vast continents, distant worlds, or even between planes of existence. The spell functions regardless of the intervening space, making it one of the most reliable means of instantaneous travel available to a caster. | ||
− | + | Because the recall is absolute, the caster does not need to be on the same plane as the sanctuary for the spell to succeed. Even if trapped on an alien world, the depths of an outer plane, or an extradimensional prison, the moment Word of Recall is spoken, the caster is immediately transported home. However, this does not bypass all magical restrictions—certain powerful spells, divine decrees, or dimensional locks may prevent or interfere with the effect in rare cases. | |
− | [[Category: | + | |
+ | This capability makes Word of Recall a powerful contingency, particularly for those who explore dangerous regions or deal with unpredictable planar forces. The knowledge that an instant escape exists can be invaluable, though it also requires caution—carelessly casting the spell can strand allies or leave unresolved dangers behind. | ||
+ | |||
+ | |||
+ | See [[Teleport (spell)]] | ||
+ | |||
+ | [[Category: Clerical Spells]][[Category: Reviewed]] |
Latest revision as of 18:49, 5 February 2025
Word of Recall is a spell that enables the caster to return immediately to a designated "sanctuary" upon the pronouncement of a single word, comprising both the casting and discharge of the spell. All the caster is carrying, plus any other creature with whom the caster is in physical flesh-to-flesh contact, may be transported as well — provided this does not exceed the caster’s area of effect. No error can occur in the teleportation that results.
Range | self |
Duration | instantaneous |
Area of Effect | self & 25 lbs. per level |
Casting Time | 1 action point |
Saving Throw | none |
Level | cleric (6th) |
Contents
The sanctuary must be a specific location, predetermined at the time of casting. It cannot be an undefined place, such as "somewhere safe" or "a nearby town." The destination must be a site the caster is deeply familiar with, such as a temple, a private chamber, or another well-known refuge where the caster is at home. When designating the sanctuary, the caster must be physically present at that location. The spell cannot be tied to a place the caster has only seen from afar or remembers from past visits — it must be a site where they stand at the time of casting. This ensures that the sanctuary is a real, tangible place rather than an abstract concept.
It is usually best to choose a sanctuary that is consistently safe, as the spell provides no additional protections once the caster arrives. Ideally, the location should have defensive measures in place, whether through physical barriers, magical wards or trusted allies who can provide security. If the sanctuary becomes compromised, the caster may find themselves escaping into danger rather than away from it.
Scale of Recall
The distance the caster can be transported by Word of Recall is infinite. There is no limit to how far the sanctuary may be from the point of departure, whether across vast continents, distant worlds, or even between planes of existence. The spell functions regardless of the intervening space, making it one of the most reliable means of instantaneous travel available to a caster.
Because the recall is absolute, the caster does not need to be on the same plane as the sanctuary for the spell to succeed. Even if trapped on an alien world, the depths of an outer plane, or an extradimensional prison, the moment Word of Recall is spoken, the caster is immediately transported home. However, this does not bypass all magical restrictions—certain powerful spells, divine decrees, or dimensional locks may prevent or interfere with the effect in rare cases.
This capability makes Word of Recall a powerful contingency, particularly for those who explore dangerous regions or deal with unpredictable planar forces. The knowledge that an instant escape exists can be invaluable, though it also requires caution—carelessly casting the spell can strand allies or leave unresolved dangers behind.
See Teleport (spell)