Teleport
Special
Instantly moves the caster to another location. However, the farther away the target spot is, the more energy is required, and the greater is the skill penalty, as follows:
Normally, you may only teleport to a place you are looking at or one you are familiar with.
Penalties: -2 for a place you have “seen” only through the mind or memories of another, or via television; -2 for a place you have not seen within a month (except, perhaps, your own home!); and -1 to -3 for a place seen only briefly.
This spell is dangerous, too. If you fail your roll by 1, you take 1d damage and arrive at your destination physically stunned (HT roll to recover). If you miss your roll by more than 1, you suffer no physical injury – but you go somewhere else. The location is up to the GM!
A critical failure with this spell can send the caster anywhere the GM likes – make it interesting! – and cause physical injury, as long as it doesn’t kill the caster outright.
Even a successful teleport can be confusing. A wizard must roll vs. his Body Sense skill (p. B181) in order to act on the same turn in which he teleports. A failed roll means disorientation – no actions except defense are possible on that turn. A critical failure means he falls down, physically stunned. A teleporter arrives in the same position he started in. He may be facing a different direction, but this makes it more likely that he will be disoriented on arrival: -2 to change facing, -5 to go from vertical to horizontal or vice versa!
Anything carried on your person, up to “heavy” encumbrance, goes with you. You can also take one person with you by holding hands, if the added weight does not exceed your “heavy” encumbrance limit. On a failed roll, they suffer the same effects you do.
| Distance | Cost | Skill Penalty |
|---|---|---|
| Within 10 yards | 3 | 0 |
| 11-20 yards | 4 | -1 |
| 20-100 yards | 5 | -2 |
| 101-500 yards | 6 | -3 |
| 501 yards to 1.99 miles | 7 | -4 |
| 2 to 9.99 miles | 8 | -5 |
| 10 to 99.99 miles | 9 | -6 |
| 100 to 999.99 miles | 10 | -7 |
| x10 distance | +1 | -1 |
| Prerequisites: Either IQ 13 or better and at least one spell from 10 different | ||
| colleges, or Hawk Flight (VH). |
Item
Staff or wand; usable only by mages.
Energy cost to create: 3,000. An item that will only take the user to one, predetermined place costs 2,000 to create; the caster must be very familiar with that place.