Puddle Jump Spell in Under the Twilight of Forgotten Sins | World Anvil
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Puddle Jump

School evocation [teleportation]; Level druid 5, magus 6, sorcerer/wizard 6, witch 4   Casting   Casting Time 1 standard action   Components V, M (water from a small puddle)

Effect
Range Close – 25 feet + 5 feet per 2 caster levels   Target You and any ally within 10 feet.   Duration 1 round per 2 levels.   Saving throw Will negates ; Spell Resistance yes

  Description
You instantly transfer you and all allies within 10' up to the maximum distance of the spell as a swift action by transforming into a ray of light and materializing at your new location. You must be able to clearly see the target destination. The destination must be within the range of the spell, must be in a line of sight, and the use of scrying devices will not work. Transparent barriers do not block the use of this spell (i.e. walls of force do not block.)   You can even use a mirror and bounce around a corner as long as the destination is visible.   This spell is not a translocation spell in that actual movement takes place. This means that even locations blocked by teleportation and dimension barriers will not stop the use of this spell.   The initial jump of the round is as a swift action. You can make a second jump in a round by using your move action. By using a full move action, you can make a third jump. Each jump leaves you oriented enough where you can look and find your new destination before jumping. This allows you to make several jumps in a row to move around obstacles.   You are never disoriented by jumping. Those with you are also not disoriented by the first jump in a round. The second jump in a round causes those with you to be flat-footed until their action in the initiative order. A third jump in a round leaves them with the sickened condition for one round (Fort save vs. 20 to negate).   You arrive exactly at the location intended. If something is in that location when you transport (like an invisible creature) you are shunted to a random location nearby within 10 feet and each traveler takes 1d6 damage. If there is no free space within 10 feet, you and each creature traveling with you take an additional 2d6 points of damage and are shunted to a free space within 100 feet.   If there is no free space within 100 feet, then you are shunted back to your starting location, you and each creature with you takes 4d6 damage.   If an ally is unwilling, they can forego the jump, however, once they travel with the first jump of a round, they must travel with all the jumps of that round.   Finally, for every three levels, one unwilling target can be brought along on the jump. The caster must be in physical contact or linked by direct contact, as in the caster is touching the shoulder of an ally who is currently grappling an opponent. To resist the jump, a WILL save is required.

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