Difference between revisions of "Teleport (spell)"
Tao alexis (talk | contribs) |
|||
Line 1: | Line 1: | ||
− | [[File:Teleport.jpg|right| | + | [[File:Teleport.jpg|right|490px]] |
+ | '''Teleport''' is a spell that allows the caster to instantly transport themselves and others to a specified location with significant precision, depending on the caster's familiarity with the destination. The distance between the starting point and the destination is irrelevant, as long as both locations exist within the same [[Planes of Existence|plane of existence]]. The spell cannot be used to traverse planes, limiting its utility to the caster's current realm. | ||
+ | |||
{{Spelltable | {{Spelltable | ||
| name = Teleport | | name = Teleport | ||
| range = self | | range = self | ||
| duration = instantaneous | | duration = instantaneous | ||
− | | area of effect = 1 creature per level; see text | + | | area of effect = 1 creature per [[Experience Level|level]]; see text |
− | | casting time = 3 rounds | + | | casting time = 3 [[Combat Round|rounds]] |
| save = none | | save = none | ||
| level = [[Mage 5th Level Spells|mage (5th)]] | | level = [[Mage 5th Level Spells|mage (5th)]] | ||
}} | }} | ||
+ | __TOC__ | ||
+ | The caster is capable of teleporting one creature per level of experience, including themselves. All creatures being teleported must be physically connected, either held by the caster or linked in a chain by hand. Equipment carried by the teleporting creatures is also transported, but this is subject to a strict weight limitation of 100 pounds per person. For example, the caster could teleport a horse, which would be treated as one creature. If the horse is ridden, the rider would count as a separate creature, and the combined equipment carried by both the horse and the rider could not exceed 100 pounds per individual. However, the rider and their equipment are not included in the horse's weight limit for the purpose of the spell. | ||
− | + | If the combined weight of any creature and its equipment exceeds the maximum weight limit, the excess weight will be left behind. The spell will discard this excess randomly unless the caster or the teleported individuals take deliberate action to remove or redistribute the weight before casting the spell. As such, careful preparation is critical to ensure the successful transport of essential items. | |
− | + | Teleportation success relies heavily on the caster's knowledge of the destination. Familiar locations are much more likely to result in accurate arrival, while teleporting to an unfamiliar or poorly visualized location carries an increased risk of error. Mistakes in teleportation may result in arrival at an unintended location, with potentially hazardous consequences depending on the circumstances of the spell's use. Proper planning and an understanding of the spell's limitations are crucial to avoiding mishaps during its execution. | |
− | |||
− | |||
== Probability of Success == | == Probability of Success == | ||
− | |||
− | |||
− | |||
− | |||
{| class="wikitable" style="float:left; margin-right: 15px; text-align: center; background-color:#d4f2f2;" | {| class="wikitable" style="float:left; margin-right: 15px; text-align: center; background-color:#d4f2f2;" | ||
|- | |- | ||
Line 37: | Line 35: | ||
| Never seen || 01-52 || 53-84 || [[20-mile Hex Map|20-mile hex]] || 85-00 | | Never seen || 01-52 || 53-84 || [[20-mile Hex Map|20-mile hex]] || 85-00 | ||
|} | |} | ||
+ | '''Success''' signifies that the caster and any others being teleported arrive at the precise location desired. If the caster is familiar with the destination, the spell ensures arrival at the exact spot intended, provided the teleportation roll succeeds. | ||
+ | |||
+ | A '''miss''' occurs when the teleportation roll fails, causing the caster to deviate from their intended destination. The distance missed is determined in blocks or hexes, depending on the map scale being used. A "block" equals 145 yards, while a "build hex" measures 1,304 yards. Other hex sizes, such as [[2-mile Hex Map|2-mile hexes]], are similarly scaled and self-explanatory. The distance of the miss is calculated based on the percentage by which the caster’s roll exceeds the success threshold. | ||
+ | |||
+ | For example, if the caster is attempting to teleport to a location that was "seen casually" and requires a roll of 88% or less for success, but rolls a "92," the result exceeds the threshold by 4%. This means the caster and their group would rematerialize four [[2-mile Hex Map|2-mile hexes]] away from the intended location. The direction of the miss is determined randomly, using a 360° scale to indicate where the caster appears relative to the target. | ||
+ | |||
+ | Such deviations can lead to unexpected and potentially hazardous situations, as the new location may be unknown, unsafe, or inaccessible. It is important for the caster to account for these risks, particularly when teleporting to destinations with which they have limited familiarity. Proper preparation and an understanding of the teleportation mechanics are critical for reducing the likelihood and consequences of a miss. | ||
+ | |||
+ | |||
− | |||
− | |||
== Familiarity == | == Familiarity == |
Revision as of 17:05, 28 January 2025
Teleport is a spell that allows the caster to instantly transport themselves and others to a specified location with significant precision, depending on the caster's familiarity with the destination. The distance between the starting point and the destination is irrelevant, as long as both locations exist within the same plane of existence. The spell cannot be used to traverse planes, limiting its utility to the caster's current realm.
Range | self |
Duration | instantaneous |
Area of Effect | 1 creature per level; see text |
Casting Time | 3 rounds |
Saving Throw | none |
Level | mage (5th) |
Contents
The caster is capable of teleporting one creature per level of experience, including themselves. All creatures being teleported must be physically connected, either held by the caster or linked in a chain by hand. Equipment carried by the teleporting creatures is also transported, but this is subject to a strict weight limitation of 100 pounds per person. For example, the caster could teleport a horse, which would be treated as one creature. If the horse is ridden, the rider would count as a separate creature, and the combined equipment carried by both the horse and the rider could not exceed 100 pounds per individual. However, the rider and their equipment are not included in the horse's weight limit for the purpose of the spell.
If the combined weight of any creature and its equipment exceeds the maximum weight limit, the excess weight will be left behind. The spell will discard this excess randomly unless the caster or the teleported individuals take deliberate action to remove or redistribute the weight before casting the spell. As such, careful preparation is critical to ensure the successful transport of essential items.
Teleportation success relies heavily on the caster's knowledge of the destination. Familiar locations are much more likely to result in accurate arrival, while teleporting to an unfamiliar or poorly visualized location carries an increased risk of error. Mistakes in teleportation may result in arrival at an unintended location, with potentially hazardous consequences depending on the circumstances of the spell's use. Proper planning and an understanding of the spell's limitations are crucial to avoiding mishaps during its execution.
Probability of Success
Familiarity of Destination |
Probability of Teleporting | |||
---|---|---|---|---|
Success | Miss | Unit | Random | |
Very familiar | 01-97 | 98-99 | block | 00 |
Passing acquaintance | 01-94 | 95-98 | build hex | 99-00 |
Visited | 01-88 | 89-96 | 2-mile hex | 97-00 |
Viewed once | 01-76 | 77-92 | 6-mile hex | 93-00 |
Never seen | 01-52 | 53-84 | 20-mile hex | 85-00 |
Success signifies that the caster and any others being teleported arrive at the precise location desired. If the caster is familiar with the destination, the spell ensures arrival at the exact spot intended, provided the teleportation roll succeeds.
A miss occurs when the teleportation roll fails, causing the caster to deviate from their intended destination. The distance missed is determined in blocks or hexes, depending on the map scale being used. A "block" equals 145 yards, while a "build hex" measures 1,304 yards. Other hex sizes, such as 2-mile hexes, are similarly scaled and self-explanatory. The distance of the miss is calculated based on the percentage by which the caster’s roll exceeds the success threshold.
For example, if the caster is attempting to teleport to a location that was "seen casually" and requires a roll of 88% or less for success, but rolls a "92," the result exceeds the threshold by 4%. This means the caster and their group would rematerialize four 2-mile hexes away from the intended location. The direction of the miss is determined randomly, using a 360° scale to indicate where the caster appears relative to the target.
Such deviations can lead to unexpected and potentially hazardous situations, as the new location may be unknown, unsafe, or inaccessible. It is important for the caster to account for these risks, particularly when teleporting to destinations with which they have limited familiarity. Proper preparation and an understanding of the teleportation mechanics are critical for reducing the likelihood and consequences of a miss.
Familiarity
Very familiar describes any location where the caster has dwelt for more than two weeks at a stretch. Passing acquaintance would mean a place where the caster adventured, or mapped, or where the caster remained for a minimum of three days. Visited would mean any place where the caster spent the night or the day, or a 12-hour period, most likely at an inn or campsite. Viewed once describes any place the caster has been, even if only for long enough to pass it by while journeying to some place, regardless of how long it was "seen." Finally, never seen describes any place the caster has not actually been.