Elementalist Spell Specification

Class: Planist

5. Teleport / 6. Teleport Others

BTS: 50% / 60% (At)

ULT: 200 / 225 hrs

Teleport Spell: ChMod/2 (Mr) applies to the Spell.

Materials: none

Actions: concentrate hard on remembering target destination

Effect of Throw:

6 to 15 / 12 to 21 Insanity

16 to 19 / 22 to 25 Teleport to random destination

20 to 24 / 26 to 30 No effect

>= 25 (100-2T)% chance of inaccuracy / >= 31 (112-2T)% chance of inaccuracy

If inaccurate, appear on ground (or level of destination) at a distance of ((1-100) * (% missed that needed for accuracy)) ft. in a direction (1-360) degrees from North.

Percentage chance of up / down inaccuracy is % missed that needed for accuracy. (For example if you get a T of 25, and so have 50% chance of accuracy, but roll 60, then you have a 10% chance of up / down inaccuracy.) If so roll an additional axis of (1-360) degrees from up.

Disorientation Time: 5 seconds    To reduce to t sec: -2(5-t) (min 0 sec)

Passengers: (N+1) living passengers    -2N    (inclusive of Caster if Teleported - must all be in physical contact)

Weight Carried: 1000w weight points    -(w-1)    (excluding body weight of Caster and Passengers)

Notes:

  1. Teleport transports the Caster and Passengers to a destination location previously visited and memorised by the Caster.  Teleport Others gives the option of teleporting other people and objects whilst the Caster stays behind.
  2. If the destination location was last visited (or viewed using Television) before the Caster bound (finished learning) any Teleport Spell (including Teleport itself) or Television, he takes -10 (-1 per 1/10 LT outstanding).  There is a penalty of -1 per year since destination last visited (or viewed).
  3. The destination must be remembered accurately. To commit a place to memory has ULT = 5 hours.  Alternatively a Position Spell can be used.  % inaccuracy in remembering destination = % chance of no effect (if the Teleport would otherwise succeed).  There is no limit to the number of places which can be remembered.
  4. Equivalent locations on different Planes count as different destinations. Normal penalties apply (see "Casting Spells between the Planes" in the General Magic-Using System) for Teleporting to another Plane.
  5. Teleporting of any of the Caster or Passengers into solid object(s) results in no effect for all of them (if the Teleport would otherwise succeed).
  6. If the Caster saves (which he might attempt in order to achieve a Teleport Others effect using Teleport), the Teleport fails for all Passengers.
  7. Disorientation Time applies to all Beings Teleported.  Whilst disorientated they are unable to perceive their surroundings, take any actions or Cast any Spells.  They have D & RD = 0, and defensive ThL 0, but may make saving throws normally.  If standing, they will remain on their feet.  IST is recovered normally during disorientation time.

See also the FAQ for Planist Spells