Potestas: a D&D3E supplement

Spells

Teleport into World of Spirits

Conjuration (Teleportation)
Casting Time: 1 standard action
Range: Personal and touch
Target: You and 100 lbs/Power point of touched objects or up to 3 touched willing Medium creatures
Duration: Instantaneous
Saving Throw: None and Will negates (object); see text
Spell Resistance: No and Yes (object)
Minimum Power Points: 9
XP Cost: 5/Power point; see text

You travel rapidly through the World of Spirits to a designated destination anywhere in the world. You can bring along objects as long as their weight doesn't exceed your maximum load. Only objects held or in use (attended) by another person receive saving throws and spell resistance.
You must have some clear idea of the location and layout of the destination. The clearer your mental image, the more likely the teleport works. Areas of strong magical energy may make teleport more hazardous or even impossible.
Teleporting to a place you cannot currently see is always draining and also potentially risky. If you do not have line of sight to your destination, you must pay 5 XP per Power point expended. You must also make a Will saving throw and compare it to the Familiarity table below. If you do not achieve the DC required for a "Similar area", you have a mishap.
Familiarity: "Very familiar" is a place where you have been very often and where you feel at home. "Studied carefully" is a place you know well, either because you can currently see it, you've been there often, or you have used other means (such as scrying) to study the place for at least one hour. "Viewed at least once" is a place that you have seen at least once but with which you are not very familiar. "False destination" is a place that does not truly exist or if you are teleporting to an otherwise familiar location that no longer exists as such or has been so completely altered as to no longer be familiar to you.
When traveling to a false destination there is always a problem, since there is no real destination for you to hope to arrive at or even be off target from.

Familiarity
On Target DC
Off Target DC
Similar Area DC
Very familiar
10
5
2
Studied carefully
15
10
5
Viewed at least once
20
15
10
False destination
--
--
15

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 1d10x1d10% 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.
Mishap: You and anyone else teleporting with you have gotten "scrambled." You each take 8 points of damage for each Power point expended while teleporting, and wind up wherever the GM wants.
Diminished: For 7 Power points, the spell can only take you to places within your line of sight. This version of the spell costs no XP to cast.
Heightened: Each additional Power point allows you to take another 100 lbs of unattended objects with you, or each additional 3 Power points allows you to take an additional willing creature of Medium size (carrying up to its maximum load) with you (a Large creature counts as two Medium creatures, while two Small creatures count as one Medium creature), plus all creatures to be transported must be in contact with one another and at least one of those creatures must be in contact with you.


maintained by Gary Johnson (gwzjohnson at optusnet.com.au)
last updated 5 October 2005