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This spell instantly transports you to a designated destination, predetermined through the configuration menu. For every three caster levels, you may also bring one additional willing Medium creature or its equivalent. Small creatures count as Medium creatures for the purpose of this spell, but each Large creature counts as two Medium creatures, each Huge creature counts as two Large creatures, and so forth. All creatures to be transported must be standing within 10ft of the caster. The creatures do not need to be willing. Teleportation is indiscriminate and will take any valid creature in range (potentially including summoned creatures!), even if they are hostile. | This spell instantly transports you to a designated destination, predetermined through the configuration menu. For every three caster levels, you may also bring one additional willing Medium creature or its equivalent. Small creatures count as Medium creatures for the purpose of this spell, but each Large creature counts as two Medium creatures, each Huge creature counts as two Large creatures, and so forth. All creatures to be transported must be standing within 10ft of the caster. The creatures do not need to be willing. Teleportation is indiscriminate and will take any valid creature in range (potentially including summoned creatures!), even if they are hostile. | ||
'''It is not possible to Teleport into different | '''It is not possible to Teleport into different "regions," which are usually indicated by the first words of a zone's name. Many areas permanently block teleportations, indicating magical defences.''' | ||
'''Teleportation requires three rounds of concentration to complete. Any damage incurred while focusing on the spell will prompt a difficult concentration check. Failing the check, or closing the channel prematurely, immediately causes the spell to fail.''' | '''Teleportation requires three rounds of concentration to complete. Any damage incurred while focusing on the spell will prompt a difficult concentration check. Failing the check, or closing the channel prematurely, immediately causes the spell to fail.''' |
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