The trickster stands in the shadow in a courtyard full of orcs thirsty for blood. Outside the gates hidden soldiers ready to battle. Muttering infernal words he raises his had to his temple and his skin begins to smoke as he fades into nothing. Reappearing in the gatehouse balcony plunging his sword through the orcs back throwing his dagger to cut the rope lowering the drawbridge letting the soldiers in.
At level 10 this spell instantly transports you from shadowed or shaded area to another shadowed or shaded destination in sight. At level 16 this spell can be used with sneak attack.
The destination you choose must be known to you, in sight and within 100 feet and it must be on the same plane of existence as you. Your familiarity with the destination determines whether you arrive there successfully. The GM rolls d100 and consults the table.
Familiarity | Mishap | Similar Area | Off Target | On Target |
---|---|---|---|---|
In clear sight | 01-05 | 06-13 | 14-24 | 25-100 |
Obstructed | 01-33 | 34-43 | 44-53 | 54-100 |
Viewed once | 01-43 | 44-53 | 54-73 | 74-100 |
Familiarity. "Very familiar" is a place you have been very often, a place you have carefully studied, or a place you can see when you cast the spell. "Seen casually" is someplace you have seen more than once but with which you aren't very familiar. "Viewed once" is a place you have seen once, possibly using magic.
On Target. You appear where you want to.
Off Target. You appear a random distance away from the destination in a random direction. Distance off target is 1d10 × 1d10 percent of the distance that was to be travelled. For example, if you tried to travel 120 miles, landed off target, and rolled a 5 and 3 on the two d10s, then you would be off target by 15 percent, or 18 miles. The GM determines the direction off target randomly by rolling a d8 and designating 1 as north, 2 as northeast, 3 as east, and so on around the points of the compass. If you were teleporting to a coastal city and wound up 18 miles out at sea, you could be in trouble.
Mishap. The spell's unpredictable magic results in a difficult journey. You take 3d10 force damage, and the GM re-rolls on the table to see where you wind up (multiple mishaps can occur, dealing damage each time).