Teleport Pathfinder

You must have a clear idea of the situation and layout of the destination. The clearer your image, the more likely the teleportation works. Areas of strong physical or magical energy may make teleportation more hazardous or maybe impossible.

You and therefore the targets are instantly transported to any location within range, as long as you’ll identify the situation precisely both by its position relative to your starting position and by its appearance (or other identifying features). Incorrect knowledge of the location’s appearance usually causes the spell to fail, but it could instead cause teleporting to an unwanted location or another unusual mishap determined by the GM.

Teleport Pathfinder

Teleport Pathfinder

  • Casting Time: 1 action
  • Range: 10 feet
  • Components: V
  • Duration: Instantaneous
  • Classes: Bard, Sorcerer, Wizard

Teleport isn’t precise over great distances. The targets appear at a distance from the intended destination adequate to roughly 1 percent of the entire distance traveled, during a direction determined by the GM. for brief journeys, this lack of precision is irrelevant, except for long distances, this might be up to 1 mile.

This spell instantly transports you to a delegated destination within 2,000 miles. Interplanar and interplanetary travel aren’t possible, and neither is travel between two moving Starships during combat, though you would possibly be ready to teleport to a planet’s surface from an orbiting Starship. you’ll bring along objects as long as their weight doesn’t exceed your maximum bulk limit. you’ll also mention to 5 additional willing or unconscious Medium or smaller creatures (carrying gear or objects up to its maximum load) or their equivalent.

A Large creature counts as two Medium creatures, and an enormous creature counts as four Medium creatures. All creatures to be transported must be in touch with each other, and at least one among those creatures must be in touch with you. Because the caster, you would like not to attempt a saving throw, neither is spell resistance applicable to you. Only objects held or in use by another creature receive saving throws and enjoy spell resistance.

Describes an area that doesn’t truly exist, or if you’re teleporting to an otherwise familiar location, it’s an area that not exists intrinsically or has been so completely altered on not be familiar to you. When traveling to a false destination, roll 1d20+80 to get results on the table, instead of rolling d%, since there’s no real destination for you to hope to reach or maybe be astray from.

  • On Target: You appear where you would like to be.
  • Off Target: You appear safely a random distance faraway from the destination during a random direction. the gap off-target is broken of the space that was to be traveled. The direction astray is decided randomly.
  • Similar Area: You finish up in a section that’s visually or thematically almost like the target. Generally, you appear within the closest similar place within range. If no such area exists within the spell’s range, the spell simply fails instead.
  • Mishap: You and anyone else teleporting with you has gotten “scrambled.” You each take 2d10 damage, and you reroll on the chart to ascertain where you finish up. For these rerolls, roll 1d20+80. Whenever “Mishap” comes up, the creatures take more damage and must reroll.

All creatures to be transported must be in touch with each other, and at least one among those creatures must be in touch with you. like all spells where the range is personal and therefore the target is you, you would like not to make a saving throw, neither is Spell Resistance applicable to you. Only objects held or in use (attended) by another person receive saving throws and Spell Resistance.

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