Level
7th
Casting Time
1 Hour
Range/Area
Self
Components
V, S
Duration
Until Dispelled
School
Illusion
Attack/Save
None
Damage/Effect

 

The caster must have cast the Teleport spell 10 times to successfully learn this spell. Teleport must be prepared alongside Chronoport to successfully cast this spell. Once Chronoport has been learned you have mastered the ability to harness the unpredictable energy of long range teleportation by using traces of dunamantic magic. Spending an hour you can focus the energy of the teleport spell to a point and freeze it in time. The crackling purple energy remains in a time sphere and can be given to other players. Another player may spike the ball into the ground releasing the teleport spell and may cast teleport.

Spiking Chronoport  while 1 is active does not effect the Teleport mishap tables. If a Chronoport is spiked into the ground while two are active, the chance that the user is off target increases by 15 percent. If a Chronoport is spiked into the ground while three or more are active, the chance of a blatant mishap increases by 25 percent. If Chronoport is spiked into the ground while 4 or more are active the mishap chance is increased by 60 percent, and if the d100 rolls a 1-5 the user is frozen in a time bubble. The user becomes permanently incapacitated and remains frozen in place. The user spends this time hearing infinite screaming time echoes of timelines that never came to fruition. Spending too long in this state drives the user insane. Only a wish spell may restore the target to it’s normal state. An attempt at divine intervention will reveal that this state is an enigma even to gods (unless dm says otherwise based on the knowledge of the god).

 

Available For: Wizard (Legacy)

Rowboat07x

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