Level
2nd
Casting Time
1 Action
Range/Area
300 ft.
Components
V, S, M *
Duration
Instantaneous
School
Conjuration
Attack/Save
DEX Save
Damage/Effect
Teleportation

Similar to, but not nearly as powerful as full teleportation: the caster targets any two creatures within range and meeting the criteria specified below, for those creatures to immediately trade positions in space. The caster may not target themselves.

The following baseline criteria apply to potential targets:

  1. Each creature must be no larger than about four times the size of the caster, including clothing, armor, weapons, and all other packed weight.
  2. The combined hit points of the creatures must not be greater than double that of the caster, and further multiplied by the level at which the spell is cast.
  3. Each creature must be stationed on some manner of solid footing (i.e., not in flight, levitated, or otherwise elevated in midair by other means).
  4. Either creature, if in motion, is immune if moving at a speed which exceeds the best dash speed of the caster.
  5. The caster must be able to see both creatures within their potential line of sight (although not necessarily both at the same time, while casting).
  6. Each creature must be able to comfortably fit into the space occupied by their counterpart.
  7. Plants, oozes, celestials, constructs, dragons, and aberrations are exempt and cannot be targeted by this spell.

If a creature is a willing, non-resisting participant then no save is necessary for that creature. If, therefore, both creatures are willing participants and all other criteria are met, then the spell automatically succeeds. If one or both participants is unwilling, then a dexterity saving throw is allowed, as follows:

  1. In the case of two unwilling participants, a successful save on the part of either means that the spell fails and has no effect at all.
  2. If both unwilling participants make a successful save, then the spell backfires and shoves the caster backwards as far as the distance from the caster to the closest of the intended targets (damage applies if the caster is shoved into a solid surface, creature, or other intervening article).
  3. In the case of one unwilling and one willing participant, wherein the unwilling participant makes a successful save, the spell causes the willing participant to be briefly immobilized, losing their action and movement on the next round.

If the spell succeeds, the effect is instantaneous. Each creature is re-positioned such that they face in the direction that their counterpart had been facing prior to the spell taking effect. Other positioning details remain as-is. E.g., if a creature had been lying prone prior to the spell being cast, they remain so after transport to their new position.

Clothing, armor, weapons, and other bodily-carried items are transported along with each creature.

* - (A dried twig of exotic, rare wood, to be broken in two in order to activate the spell)

Spell Tags: Teleportation

Available For: Druid (Legacy) Ranger (Legacy) Sorcerer (Legacy) Warlock (Legacy) Wizard (Legacy)

Mykohl

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