Difference between revisions of "Blink (spell)"
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== Constraints == | == Constraints == | ||
− | The effect can't be engaged | + | 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]]. |
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. | 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. |
Revision as of 18:42, 10 October 2023
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.
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 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)