Ice Crystal Teleport

Ice Crystal Teleport

Conjuration (Teleportation) [cold]
Level: Sorcerer*/Wizard * 6, Summoner* 5, Warlock* 6
Components: V
Casting Time: 1 Standard Action
Range: long (400 ft. + 40 ft./level)
Target: one creature
Duration: 1d4 rounds and instantaneous
Saving Throw: Will negates
Spell Resistance: yes
  This spell functions as teleport, except you use it to teleport yourself or one other creature to a safe location you specify (the target can bring along objects as long as their weight doesn't exceed the target's heavy load). You can only send the target to a location with which you are very familiar (a place where you have been very often and where you feel at home).
  The target is first trapped in ice (Hardness 0, 3 hit points per inch of thickness, 1 inch thick per Caster Level) for 1d4 rounds, during which time it is Paralyzed, aware but unable to take any physical actions, and begins to fade away as the teleportation aspect takes effect. At the end of the 1d4 rounds, the target teleports to the specified location, and the ice's hit points drop to 0 and it quickly melts away. If the ice is destroyed before the target teleports, the spell ends and the teleport doesn't occur.
  This spell instantly transports yourself or one other creature within range to a safe location you specify, which may be as distant as 100 miles per Caster Level. You can only send the target to a location with which you are very familiar. the target can bring along objects as long as their weight doesn't exceed their maximum load.
  You must have some clear idea of the location and layout of the destination. The clearer your mental image, the more likely the teleportation works. Areas of strong physical or magical energy may make teleportation more hazardous or even impossible.
  To see how well the teleportation works, roll d% and consult the table below.
 
On TargetOff TargetSimilar Area
01-9798-99100
On Target: You appear where you want to be.
  Off Target: You appear safely a random distance away from the destination in a random direction. Distance off target is d% of the distance that was to be traveled. The direction off target is determined randomly.
  Similar Area: You wind up in an area that's visually or thematically similar to the target area. Generally, you appear in the closest similar place within range. If no such area exists within the spell's range, the spell simply fails instead.

Contents


Powered by World Anvil