Using a map in your possession, you open a rift to hurl yourself and your allies across the Arcane Sea, crushing the space between two locations into nothing for the briefest of moments.
This spell functions essentially as the seventh level spell Teleport, with the caveat that it is impossible to arrive entirely on target. Instead, use the table below to determine the result of a Teleportation.
|
TOTAL FAILURE |
FAILURE |
MINOR FAILURE |
|
0-49: You and your allies are scattered. You personally teleport into a wall or another living thing (DM’s discretion or flip a coin.)
If you teleport into an object: You take 4d6 Bludgeoning damage and are violently ejected from the object you teleported into.
If you teleport into a person: The person you teleport into takes 10d6 damage. If they would die from this damage, they explode into a fountain of gore, leaving you covered in their giblets.
Follow rules for ‘Failure’ to determine how many miles away from your target you are, excluding the ‘fizzle out’ safety. Your allies will always be within 1 mile of you, however. |
50-90: You and your allies are together. Roll a d12. That is how many miles away from your target you are. If this would put you a greater number of miles from your target than when you began your teleportation, the spell instead fizzles out. |
90+: You and your allies are together. Roll a d6. That is how many miles away from your target you are. If this would put you a greater number of miles from your target than when you began your teleportation, the spell instead fizzles out. |
* - (A map with the area you want to teleport to circled in chalk.)
Comments