Reality has numerous gaps, soft places that make possible instant transport from one place to another.
Teleportation magic finds these openings and stretches them wide enough to allow casters and other people to move through them. These gaps do have a perilous aspect, however, as evidenced by Teleportation spells that enable casters to manipulate them so as to separate limbs from bodies and even destroy objects in a similar fashion.
For all its destructive potential, the Teleportation tradition is commonly learned by scholars of magic such as wizards, who use the spells primarily to expedite travel, to reach places ordinarily forbidden to them, and to slip away from danger unscathed.
Blink
Duration 1 round
You rapidly teleport in place for the duration, imposing 3 banes on attack rolls made against you.
Dismiss
Target One Size 1 or smaller object you are holding
The target teleports to an open space within medium range.
Fetch
Target One object you could hold in one hand that is within medium range
The target teleports to your hand, or lands at your feet if your hands are full.
Short Hop
You teleport to an open space within 5 yards.
Bend Space
Area A 10-yard-radius sphere centered on a point within your space
Duration 1 minute
When you cast the spell, and whenever you use a triggered action on your turn to do so until the spell ends, you can teleport from anywhere inside the area to any other open space inside the area. The area moves with you, remaining centered on a point within your space.
Bury The Hatchet
Requirement You must be holding a Size 1/4 or smaller object
Target One creature within short range
You attempt to teleport the object you are holding into the target’s body. Make an Intellect attack roll against the target’s Agility. On a success, the object teleports to a spot inside the target’s body. The target takes 2d6 damage and becomes impaired until the object is removed. On a failure, the object teleports to an open space 1 yard away from the target.
A creature that can reach the target can remove the embedded object by using an action to make an Intellect challenge roll with 3 banes. On a success, the creature removes the object. On either a success or a failure, the target takes 1d6 damage from the effort. Alternatively, a creature can spend 1 hour with a healer’s kit working on the target to remove the object. At the end of this time, the creature removes the object and removes the impaired affliction from the target.
Attack Roll 20+ The target takes 2d6 extra damage.
Divison
Target One creature you can see within short range
Make an Intellect attack roll against the target’s Strength. On a success, the target takes 3d6 damage. If the target becomes incapacitated by this damage, pieces of its body fly apart, killing it instantly.
Attack Roll 20+ The target takes 1d6 extra damage.
Hole of Glory
Area Two cubes, each 1 yard on a side, within medium range
Duration 1 minute
A 1-foot-wide portal opens in the center of each cube and remains for the duration. The portals have no thickness; anything placed in one instantly comes out the other. When the effect ends, the portals close, possibly severing whatever is in them (as determined by the GM).
Close The Gap
Target Up to five willing creatures within short range
For each target, choose an open space within 20 yards of it. The target teleports to that space.
Triggered On your turn, you can use a triggered action to cast this spell. Resolve the spell as normal, but each open space you choose must be within 5 yards of the target.
Relocate Object
Target One Size 2 or smaller object you can see within short range
Choose an open space you can see within 10 yards. The target teleports to that space. If you teleport the target so that it falls, any creature directly beneath it can make an Agility challenge roll. On a success, the creature moves 1 yard away from where the object lands; on a failure, the creature is hit by the object when it lands. A falling object deals 1d6 damage to anything it hits for every 2 yards it fell.
Remove
Target One creature you can reach.
Make an Intellect attack roll against the target’s Agility. On a success, you touch the target and it teleports to an open space on a solid surface you can see within medium range.
Attack Roll 20+ The open space is instead within extreme range.
Shortcut
You teleport to an open space you can see within long range.
Triggered You can use a triggered action on your turn to cast this spell. If you do, the open space is instead within medium range.
Swap
Target One creature within long range
You and the target teleport to exchange positions. An unwilling target can make a Will challenge roll, negating the effect on a success.
Triggered You can use a triggered action on your turn to cast this spell. If you do, the target must be within short range.
Banish
Target One creature you can see within medium range
Make a Will attack roll against the target’s Will. On a success, the target goes out of phase for as long as you concentrate, up to 1 minute. While out of phase, the target takes half damage from all attacks, and its attacks deal half damage. The target can use an action to make a Will challenge roll with 1 bane plus 1 bane for each round you used an action to concentrate on the spell. On a success, the effect ends. If you concentrate on the effect for 1 minute, the target disappears. If it had been summoned, the target returns to where it was when you summoned it. Otherwise, the target teleports to a point the GM chooses 5d20 miles away.
Boundless Step
Duration 1 minute
On each of your turns for the duration, you can use a triggered action to teleport to an open space you can see within medium range.
Fuse
Target One creature within medium range
Make an Intellect attack roll against the target’s Will. On a success, the target teleports to an open space on a solid surface within medium range of you, part of it fusing with the surface. It takes 6d6 damage and becomes immobilized. The only way to remove this affliction is either to destroy the object in which the target is fused or to take an action to saw off an imprisoned limb (dealing damage to the target equal to twice its healing rate).
Attack Roll 20+ The target takes 2d6 extra damage and is also stunned for 1 round.
Hidden Space
Area A cube of space, 1 yard on each side, originating from a point within medium range
Duration 8 hours
A portal opens in the center of the area and remains for the duration. The portal is 1 yard wide and 2 yards tall, but has no thickness. It has a front and a back, and can have any orientation.
Anything moving through the front of the portal enters an interdimensional space that is up to 2 yards in all dimensions for each point of your Power score. For example, if you have Power 5, the space can be a cube up to 10 yards on each side. The walls, fl oor, and ceiling of the space are solid, with swirls of silvery mist moving across their surfaces. There is suffi cient air to breathe for as long as the space remains in existence.
Creatures and objects inside the space cannot be approached by any means except through the open portal. If you are inside the space, you can use an action to close the portal, thus making the space inaccessible. When the spell ends, roll a d6 for each creature or object inside the space. On an odd number, the creature or object is shunted into the Void, tumbles into the endless dark, and is likely torn apart by demons. On an even number, the creature or object takes damage equal to half its Health and lands prone in an open space of the GM’s choosing within short range of the space the portal occupied.
Phase Out
Target One creature with a physical body that you can see within medium range
You attempt to dislodge the target from this dimension. Make an Intellect attack roll against the target’s Will. On a success, the target goes out of phase for 1 minute. While out of phase, the target is slowed, the target deals half damage, heals half damage, and takes half damage from all sources. The target can move through solid objects and other creatures, and it ignores the effects of moving across difficult terrain.
At the end of each round until the spell ends, the target must make a Will challenge roll. On a failure, the target disappears into another dimension until the end of the next round, when it reappears in the space it left and gains 1d3 Insanity. When disappeared in this way, the target cannot use actions or triggered actions, move, perform minor activities, or be targeted by any effect.
Attack Roll 20+ The target also gains 1d3 Insanity.
Sequester
Duration 8 hours
You disappear and enter a pocket dimension, where you can remain for the duration. While in this pocket dimension, you perceive nothing of the world you left, but you are still aware of the passage of time. When the spell ends or when you use a triggered action to end the spell early, you return to the space you left or the nearest open space.
Triggered On your turn, you can use a triggered action to cast this spell. When you do so, the duration becomes 1 minute.
Sacrifice You can use an action and expend a casting of this spell to cast the shortcut spell or use a triggered action and expend a casting of this spell to cast the triggered effect of the shortcut spell
Dismember
Target One creature that you can see within medium range
You attempt to teleport parts of the target’s body away from itself. Make an Intellect attack roll against the target’s Strength. On a success, the target takes 6d6 damage and becomes impaired until it heals any damage. If the target becomes incapacitated from this damage, it dies, as its entire body is scattered across a large area.
Attack Roll 20+ The target takes 3d6 extra damage.
Portable Portal
Duration 1 hour
You form in your hands a gleaming ring about 6 inches in diameter that remains for the duration. You can use an action to affix the ring against a flat surface you can reach and stretch it out so that it has a 1-yard diameter. Or, you can collapse the ring when it’s affixed to a surface so that it returns to its normal size and then remove it from the surface to which it was affixed. While the ring is resting against a solid surface, it creates a portal of the same size at a point in the space you occupied when you cast this spell. You, other creatures, and objects can freely move through the ring and exit from the portal and vice versa.
Portals
Area Two cubes, each 2 yards on a side, one originating from a point you can reach and the other originating from a point within extreme range
Duration 1 minute
A portal opens in the center of each cube and remains for the duration. Each portal is 1 yard wide and 2 yards tall, but has no thickness. A portal has a front and a back, and it can have any orientation. Anything entering the front of one portal instantly exits into an open space from the back of the other, and vice versa.
Dimensional Stability
Area A 20-yard-radius sphere centered on a point you can reach
Duration 7 days
You stabilize reality throughout the area to prevent creatures from teleporting into, out of, or within it for the duration.
Sacrifice You can use an action and expend a casting of this spell to teleport to an open space within extreme range.
Exile
Target Up to five creatures you can see within medium range
You attempt to remove the targets from reality. For each target, make an Intellect attack roll against its Will. On a success, the target disappears from reality for 1 minute. When removed from reality in this way, the target cannot use actions use triggered actions, move, perform minor activities, or be targeted by any effect. When the effect ends, the target returns to the space from which it disappeared or the space nearest to it, and it must get a success on a Will challenge roll with 1 bane or gain 1d3 Insanity.
Attack Roll 20+ The target disappears for 1 hour instead of 1 minute, and the target gains 1d6 Insanity instead of 1d3 Insanity if it gets a failure on the Will challenge roll.
Travel
Target Up to five willing creatures you can reach
You touch each target and name one destination. Make an Intellect challenge roll. The GM might impose one or more banes on the roll, based on your familiarity with the destination. If you name a place that does not exist, the spell fails and the casting is wasted.
On a success, the targets teleport to the destination.
On a failure, each target teleports separately to a location within 1d20 miles of the destination, as chosen by the GM. If the total of the roll is 0 or less, each target also takes 10d6 damage and gains 1 Insanity from the spell going horribly wrong. If the destination space is not large enough to accommodate a target, the target takes 5d6 damage, gains 1 Insanity, and returns to the space it left. A creature incapacitated by this damage is slain on arrival, reduced to a heap of blood, bone, and tissue. If the destination space is not open—such as inside a wall—the target fuses with the material filling the destination and dies instantly.