Base Class: Wizard
As a member of the School of Luxation, you are skilled in magic that involves changing your location. Such wizards are masters of teleportation, moving across the land as easily as they walk on it. Some transporters put their skills to use as explorers, traversing both large distances and the void between planes in an instant. Others are masters of the battlefield, never spending more that a few seconds in the same location.
**modified from "school of transportantion" a homebrew creation fo Alo_Krishnamurthy**
Simple Teleportation
At 2nd level, you are able to use magic to instantly transfer yourself short distances. This skill operates in a similar manner to step spells normally employed by casters. You can activate this ability a number times equal to your proficiency modifier. This skill will grow and change with the caster.
At 2nd level - You teleport up to 30 feet to an unoccupied space that you can see. This action causes a dull thump or pop in the place you leave as air rushes into the space you once occupied.
At 6th level - You can forcefully twist space around another creature you can see within range. The target must succeed on a Constitution saving throw (the target can choose to fail), or the target is teleported to an unoccupied space of your choice that you can see within range. The chosen space must be on a surface or in a liquid that can support the target without the target having to squeeze.
At 10th level - On each of your turns, you can expend a bonus action to teleport yourself or another creature up to 60 feet to an unoccupied space you can see. This requires concentration to maintain and only lasts for one minute.
Fixed Teleport
At 6th level, the caster gains the fixed teleport spell. This spell allows the caster to teleport to predetermined point. The caster imbues a stake with a series of runes. The stake is driven into the ground during the casting. The spell will allow the caster plus anything he carries or controls like a floating disk (see 1st level spell) to teleport back to the stake. The stake is active until removed from the ground or replaced with a new stake. A Luxan specialist has increased mastery with this spell gaining additional range.
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6
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2000 ft.
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7
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3000 ft.
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8
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4000 ft.
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9
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1 mile
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10
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2 miles
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11
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3 miles
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12
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4 miles
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13
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5 miles
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14
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unlimited range
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Gate Magic
Beginning at 10th level you acquire the spell teleportation circle.
Additionally, the caster gains the ability to open a gate using the fixed teleportation ability. You create linked teleportation portals that remain open for the duration. The gate opens at a point on the ground that you can see within 10 feet of you and links to a point within near your reference stake. A circular portal, 10 feet in diameter, opens over each point. If the portal would open in the space occupied by a creature, the spell fails, and the casting is lost.
The portals are two-dimensional glowing rings filled with mist, hovering inches from the ground and perpendicular to it at the points you choose. A ring is visible only from one side (your choice), which is the side that functions as a portal.
Any creature or object entering the portal exits from the other portal as if the two were adjacent to each other; passing through a portal from the nonportal side has no effect. The mist that fills each portal is opaque and blocks vision through it. On your turn, you can rotate the rings as a bonus action so that the active side faces in a different direction. The spell can only connect between where the caster is and a stake placed previously.
World-Spanning Stride
Beginning at 14th level, you can move across vast distances with a precision unmatched by other wizards. You add the plane shift and teleport spells to your spellbook.
When you cast plane shift, you are able to specify the target destination in exact terms, as opposed to general terms. When you cast teleport, you can add 25 to the roll you make to determine your destination.
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