Each time “Mishap” comes up, the characters take more damage and must reroll. Mishap: You and anyone else teleporting with you have gotten “scrambled.” You each take 1d10 points of damage, and you reroll on the chart to see where you wind up. If no such area exists within the spell's range, the spell simply fails instead. Keep in mind the feat only allows that once per long rest. Yes, you can Quickened Spell a cantrip and cast a cantrip with both your bonus action and your normal action. Generally, you appear in the closest similar place within range. Because i know he will fire 4 Eldritch Blast beam, as soon he will hit lvl 5. Similar Area: You wind up in an area that's visually or thematically similar to the target area. The direction off target is determined randomly. Distance off target is d% of the distance that was to be traveled. Off Target: You appear safely a random distance away from the destination in a random direction. On Target: You appear where you want to be. When traveling to a false destination, roll 1d20+80 to obtain results on the table, rather than rolling d%, since there is no real destination for you to hope to arrive at or even be off target from. “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. “Viewed once” is a place that you have seen once, possibly using magic such as scrying. “Seen casually” is a place that you have seen more than once but with which you are not very familiar. “Studied carefully” is a place you know well, either because you can currently physically see it or you've been there often. Refer to the following information for definitions of the terms on the table.įamiliarity: “Very familiar” is a place where you have been very often and where you feel at home. To see how well the teleportation works, roll d% and consult the following table. Areas of strong physical or magical energy may make teleportation more hazardous or even impossible. The clearer your mental image, the more likely the teleportation works. You must have some clear idea of the location and layout of the destination. Only objects held or in use (attended) by another person receive saving throws and Spell Resistance. As with all spells where the range is personal and the target is you, you need not make a saving throw, nor is Spell Resistance applicable to you. 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. Most magic weapons and armor gain their enhancements from potent eldritch. A Large creature counts as two Medium creatures, a Huge creature counts as four Medium creatures, and so forth. Runesphere teleport rune dust, up to a maximum of 1,000 rune dust per day. You may also bring one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load) or its equivalent per three caster levels. You can bring along objects as long as their weight doesn't exceed your maximum load. This spell instantly transports you to a designated destination, which may be as distant as 100 miles per caster level.
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