Teleport
7-level Psychoportive
Prerequisites:
Mystic Displacement
PSP Cost
10
Time to Invoke:
1 action
Range:
10 feet
duration:
instantaneous
Perceivable Actions:
Observable (O)
This power instantly transports you and up to
eight willing creatures of your choice that you can
see within range, or a single object that you can
see within range, to a destination you select. If
you target an object, it must be able to fit entirely
inside a 10-foot cube, and it can't be held or
carried by an unwilling creature.
The destination you choose must be known to
you, 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 |
Permanent Circle |
- |
- |
- |
01-100 |
Associated Object |
- |
- |
- |
01-100 |
Very Familure |
01-05 |
06-13 |
14-24 |
25-100 |
Seen Casually |
01-33 |
34-43 |
44-53 |
54-100 |
Viewed Once |
01-43 |
44-53 |
54-73 |
74-100 |
Description |
01-43 |
44-53 |
54-73 |
74-100 |
False Destination |
01-50 |
51-100 |
- |
- |
Familiarity. "Permanent circle" means a
permanent teleportation circle whose sigil
sequence you know. "Associated object" means
that you possess an object taken from the desired
destination within the last six months, such as a
book from a wizard's library, bed linen from a
royal suite, or a chunk of marble from a lich's
secret tomb.
"Very familiar" is a place you have been very
often, a place you have carefully studied, or a
place you can see when you activate the power.
"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. "Description" is a place
whose location and appearance you know through
someone else's description, perhaps from a map.
"False destination" is a place that doesn't exist.
Perhaps you tried to scry an enemy's sanctum but
instead viewed an illusion, or you are attempting
to teleport to a familiar location that no longer
exists.
On Target. You and your group (or the target
object) appear where you want to.
Off Target. You and your group (or the target
object) 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 traveled. 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.
Similar Area. You and your group (or the target
object) wind up in a different area that's visually
or thematically similar to the target area. If you
are heading for your home laboratory, for
example, you might wind up in a wizard's
laboratory or in an alchemical supply shop that
has many of the same tools and implements as
your laboratory. Generally, you appear in the
closest similar place, but since the power has no
range limit, you could conceivably wind up
anywhere on the plane.
Mishap. The power's unpredictable results in a
difficult journey. Each teleporting creature (or the
target object) takes 3d10 force damage, and the
GM rerolls on the table to see where you wind up
(multiple mishaps can occur, dealing damage each
time).