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<blockquote data-quote="Mustrum_Ridcully" data-source="post: 5981888" data-attributes="member: 710"><p><strong><u>Teleport</u></strong> (Level 5 Wizard spell)Casting Time: Variable</p><p></p><p>Teleport allows you to travel instantly between two locations. Most teleports are between teleportation circles or portals, but experienced casters can also cast the spell at a higher level to gain more powerful versions of the spell.</p><p><em>GM Note: The GM Notes for this spell indicate the likely consequences these spells have on your campaign and adventure design as they become available. If you dislike some of the consequences, you may want to adjust component cost, casting time or disallow certain variations of the spell entirely. Generally, the point at which you allow Teleportation to occur in your campaign marks the point where overland travel becomes a non-issue. Disallowing Teleporation or making it very difficult allows you keep travelling relevant to your campaign. Allowing Teleporation on the other hand allows the party to react quickly to new events and allows you to place adventures anywhere in your campaign world, potentially even making teleporation a neccessity for the party to achieve their goals.</em></p><p></p><p><strong>Craft Teleportation Circle</strong> (Cast as Level 5 spell/Ritual) </p><p>Casting Time: 8 hours</p><p>Component Cost: 1,000 gp</p><p>You create a teleportation circle with an area between a 5 ft radius to a 20 ft radius (your choice). The circle can be disrupted by altering or removing the markings you made, or by destroying the foundation it is build on. Reparing a damaged circle takes only 10 % of the time and component cost.</p><p></p><p>You are the only person that knows the sigil sequence needed to teleport to this portal, you can freely share this key with other people. </p><p></p><p>You can designate this circle as your "arcane refuge". You can have only one such refuge of this type at a time. As an arcane refuge, you have special privileges - the circle is automatically protected by a Magic Circle and Alarm within its boundary, and you are aware if someone uses the portal. You can augment the teleporation circle protection with further spells.</p><p></p><p>Other creatures can analyze the portal to identify you. If the portal is your <em>refuge</em>, it can also be used as a physical connection to you, similar to a hair lock or a drop of blood.</p><p></p><p><em>GM Note: This spell is simply for explaining how teleporation circles even form, and the arcane refuge special ability is for the Teleport to Refuge spell - but can also serve its own purpose. By establishing a "guarded" teleporation circle at their home base, the players can feel a bit safer - the tidbit with it serving also as a physical connection can still keep them paranoid - someone may infiltrate their base and find something that would otherwise be very hard to obtain. But it also establishes a potential weakness about enemy spellcasters that have a "home base".</em></p><p></p><p><strong>Teleport to Refuge</strong> (Cast as Level 6 spell)</p><p>Casting Time: 1 Standard Action</p><p>Component Cost: None</p><p>You teleport yourself and up to 8 creatures weighing no more than 1,000 lbs to your Arcane Refuge. </p><p><em>GM Note</em>: <em>This version of the spell allows the party to retreat to a save haven they created previously. It allows them to retreat in a dangerous situation with little chance of their opponent catching up.</em> <em>But they will now have to think about how they can get back to wherever they were last. This spell also can cut overland travel short if the party often needs to get home.</em></p><p></p><p><strong>Linked Portal </strong>(Cast as Level 5 spell/Ritual)</p><p>Casting Time: 10 minutes</p><p>Component Cost: 100 gp</p><p>You teleport yourself and up ot 8 creatures weighing no more than 1,000 lbs to any other Teleporation Cricle whose sigil sequence you know. If you are casting this spell while on a portal, you can teleport twice the number of creatures and weight, or reduce the casting time to 1 minute.</p><p><em>GM Note</em>: <em>This version of the spell allows great distance travel. As the DM, you have control about where such portals may exist, but keep in mind that Linked Portal is likely to reduce the amount and impact of overland travel in your campaign.</em></p><p></p><p><strong>Greater Teleport</strong> (Cast as Level 7 spell)</p><p>Casting Time: 10 minutes</p><p>Component Cost: 500 gp</p><p>You teleport to any location that you have previously visited with perfect accuracy.</p><p>If you have only a description of the location or using a diviniation spell or ritual to view the location, you can only land within 3d6-2 miles of the target location. </p><p>You and everyone teleporting with you are stunned for one round after the Teleport.</p><p></p><p>If you are at the location of a Teleportation circle, the casting time is reduced to a standard action. </p><p><em>GM Note: This version of the spell allows great distance travel at low risk. Once this spell becomes avaialble, long distance travel is probably no longer a challenge in your campaign.</em></p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 5981888, member: 710"] [B][U]Teleport[/U][/B] (Level 5 Wizard spell)Casting Time: Variable Teleport allows you to travel instantly between two locations. Most teleports are between teleportation circles or portals, but experienced casters can also cast the spell at a higher level to gain more powerful versions of the spell. [I]GM Note: The GM Notes for this spell indicate the likely consequences these spells have on your campaign and adventure design as they become available. If you dislike some of the consequences, you may want to adjust component cost, casting time or disallow certain variations of the spell entirely. Generally, the point at which you allow Teleportation to occur in your campaign marks the point where overland travel becomes a non-issue. Disallowing Teleporation or making it very difficult allows you keep travelling relevant to your campaign. Allowing Teleporation on the other hand allows the party to react quickly to new events and allows you to place adventures anywhere in your campaign world, potentially even making teleporation a neccessity for the party to achieve their goals.[/I] [B]Craft Teleportation Circle[/B] (Cast as Level 5 spell/Ritual) Casting Time: 8 hours Component Cost: 1,000 gp You create a teleportation circle with an area between a 5 ft radius to a 20 ft radius (your choice). The circle can be disrupted by altering or removing the markings you made, or by destroying the foundation it is build on. Reparing a damaged circle takes only 10 % of the time and component cost. You are the only person that knows the sigil sequence needed to teleport to this portal, you can freely share this key with other people. You can designate this circle as your "arcane refuge". You can have only one such refuge of this type at a time. As an arcane refuge, you have special privileges - the circle is automatically protected by a Magic Circle and Alarm within its boundary, and you are aware if someone uses the portal. You can augment the teleporation circle protection with further spells. Other creatures can analyze the portal to identify you. If the portal is your [I]refuge[/I], it can also be used as a physical connection to you, similar to a hair lock or a drop of blood. [I]GM Note: This spell is simply for explaining how teleporation circles even form, and the arcane refuge special ability is for the Teleport to Refuge spell - but can also serve its own purpose. By establishing a "guarded" teleporation circle at their home base, the players can feel a bit safer - the tidbit with it serving also as a physical connection can still keep them paranoid - someone may infiltrate their base and find something that would otherwise be very hard to obtain. But it also establishes a potential weakness about enemy spellcasters that have a "home base".[/I] [B]Teleport to Refuge[/B] (Cast as Level 6 spell) Casting Time: 1 Standard Action Component Cost: None You teleport yourself and up to 8 creatures weighing no more than 1,000 lbs to your Arcane Refuge. [I]GM Note[/I]: [I]This version of the spell allows the party to retreat to a save haven they created previously. It allows them to retreat in a dangerous situation with little chance of their opponent catching up.[/I] [I]But they will now have to think about how they can get back to wherever they were last. This spell also can cut overland travel short if the party often needs to get home.[/I] [B]Linked Portal [/B](Cast as Level 5 spell/Ritual) Casting Time: 10 minutes Component Cost: 100 gp You teleport yourself and up ot 8 creatures weighing no more than 1,000 lbs to any other Teleporation Cricle whose sigil sequence you know. If you are casting this spell while on a portal, you can teleport twice the number of creatures and weight, or reduce the casting time to 1 minute. [I]GM Note[/I]: [I]This version of the spell allows great distance travel. As the DM, you have control about where such portals may exist, but keep in mind that Linked Portal is likely to reduce the amount and impact of overland travel in your campaign.[/I] [B]Greater Teleport[/B] (Cast as Level 7 spell) Casting Time: 10 minutes Component Cost: 500 gp You teleport to any location that you have previously visited with perfect accuracy. If you have only a description of the location or using a diviniation spell or ritual to view the location, you can only land within 3d6-2 miles of the target location. You and everyone teleporting with you are stunned for one round after the Teleport. If you are at the location of a Teleportation circle, the casting time is reduced to a standard action. [I]GM Note: This version of the spell allows great distance travel at low risk. Once this spell becomes avaialble, long distance travel is probably no longer a challenge in your campaign.[/I] [/QUOTE]
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