Telecast (VH)
Special
Create and teleport a Wizard Eye to a distant location. The caster may then cast spells through the Wizard Eye as if he was present. Missiles may not be telecast, but Jet spells may. Spells requiring touch may also be telecast, but the Wizard Eye must score a hit and the defender must fail his defense.
Use the cost and casting penalties from the Teleport spell. Spells cast from the Telecast’s “other end” measure range from that spot. The Telecast counts as a spell “on” and requires concentration. GMs who wish to further limit this powerful spell may apply the penalties for no speech, foot, or hand motions (p. 9).
If the Telecast roll is failed by 1, the Wizard Eye reaches its intended destination but the caster is mentally stunned. If the roll is failed by more than 1, the Wizard Eye winds up somewhere else (GM’s choice!) and the caster is still mentally stunned. In all cases, a Body Sense roll at a -2
penalty is required before the caster can get his bearings and start casting another spell; on a critical failure, he is mentally stunned.
There are persistent rumors of variants of this spell which Timeport or Plane Shift (VH) the Wizard Eye instead.
Duration: 5 seconds.
Cost: As Teleport to cast; same cost to maintain. High skill does not reduce the cost. The energy is spent whether the spell is successful or not.
Time to cast: 1 minute.
Prerequisites: Magery 3, Teleport, Wizard Eye, and spells from at least 10 different colleges.
Item
An eyeball carved of ivory and inset with jewels. Usable only by mages. At its holder’s command, it teleports itself away; when the spell lapses, it reappears in the holder’s hand (unless it has been physically destroyed).
Cost to create: 1,900 energy, $1,000 for skilled ivory carving, $600 for jewels.