Teleportation

With the spells from the Teleportation tradition, the world becomes so much smaller. Its spells enable instant transit from one space to another, so that a caster can cross hundreds of miles without breaking a sweat. The tradition also finds clever and sometimes gory ways to harm others. Ultimately, the tradition works by finding the soft spaces in reality and exploiting them.

Teleportation Talents

FAR STEP (Magical): If you lack the confused, controlled, stunned, or unconscious afflictions, you can use this talent at the start of your turn. You teleport to an empty space you can see within 5 yards. You can use this talent once, twice at level 3, and three times at level 7. You regain expended uses after you rest.
FETCH OBJECT (Magical): You can use an action to retrieve an object at a distance. Target one object you can see that you can hold in one or two hands. If the target is worn or carried, make an Intellect roll against the target’s Agility. On a success or if the object is neither worn nor carried, the object teleports to your waiting hand or hands. You can use this talent once, twice at level 3, and three times at level 7. You regain expended uses after you rest.
SWAP SPACES (Magical): If you lack the confused, controlled, stunned, or unconscious afflictions, you can use this talent at the start of your turn. Target one ally within 5 yards. You and the target teleport to swap positions. You can use this talent once, twice at level 3, and three times at level 7. You regain expended uses after you rest.
UNEXPECTED PORTAL (Magical): You can remove obstacles from your path. Target one enemy or unsecured object within 5 yards. Make an Intellect roll against the target’s Agility. On a success, the target falls through a portal and reappears in an empty space of your choice within 5 yards of the space it left. On a critical success, the target becomes confused until the start of your next turn.
At level 3, on a success, the target also becomes vulnerable until the start of your next turn. At level 7, on a success, you can cause the target to appear in an empty space within 10 yards instead.

Novice Teleportation Spells


Dismissal

Castings: 3
Target: One creature within 10 yards
Duration: Instant
Light dapples the target. Make an Intellect roll against the target’s Will. On a success, you teleport the target onto a solid surface that can support their weight in an empty space of its Size within 30 yards of you. On a critical success, the surface can be within 50 yards of you. On a failure, you regain the expended casting of this spell after 1 minute.

Quick Jaunt

Castings: 3
Target: You
Duration: 1 minute
You sense the gaps in reality and can exploit them. Gain the Teleport 5 trait for the duration.

Remove Object

Castings: 1
Target: One Size 3 or smaller unsecured object within 10 yards that is neither worn nor carried by a creature other than you
Duration: Instant
The target disappears for 1 minute. When the spell ends, the target reappears in the space it left. If there is a creature or object in that space when the target returns, the returning object, and the creature or object in its space, each lose 3d6 Health and the smaller of the two is pushed to the nearest empty space.

Scatter

Castings: 1
Target: Up to five creatures within 5 yards of you
Duration: Instant
The targets flicker in and out of existence. For each target separately, make an Intellect roll against its Will. On a success, you teleport the target onto a solid surface in an empty space of its Size within 10 yards of you. On a critical success, the surface can be within 30 yards of you.

Sever

Castings: 1
Target: One creature within 15 yards
Duration: Instant
A two-dimensional portal opens in the target’s space, threatening to cut the target in half. Make an Intellect roll against the target’s Strength. On a success, the target takes 5d6 damage. On a critical success, the target takes an extra 2d6 damage. If this incapacitates the rarget, it loses one of its limbs of your choice. Otherwise, the target becomes weakened (luck ends). If the roll results in a failure, you regain the expended casting of this spell after 1 minute.

Summon Creature

Castings: 1, reaction when a creature you see within 50 yards starts its turn
Target: The creature that enabled the casting of this spell
Duration: Instant
The target disappears and reappears where you choose on a solid surface that can support its weight. You teleport the target to an empty space of its Size you choose within 5 yards of you.

Expert Teleportation Spells


Deploy Allies

Castings: 3
Target: You and any number of allies inside one Size 5 space centered on you
Duration: Instant
You and the targets vanish and reappear elsewhere. Each target teleports to empty spaces of their Size on solid surfaces of your choice within 15 yards. Until the end of your next turn, each ally rolls to attack with 1 boon.

Disassemble

Castings: 3
Target: One creature within 15 yards
Duration: Instant
You attempt to teleport pieces of the target’s body in all directions. Make an Intellect roll against the target’s Strength. On a success, the target takes 10d6 damage. On a critical success, the target takes an extra 2d6 damage. If the target becomes incapacitated by this damage, it dies and pieces of its body cover the ground all around the space. On a failed roll, you can teleport to an empty space within 15 yards.

Hidden Passages

Castings: 3, when you move 1 yard
Target: You
Duration: Instant
You duck through a soft place in reality and teleport to an empty space of your Size within 30 yards.

Hostile Portal

Castings: 1
Target: One creature within 15 yards
Duration: Instant
You attempt to open a portal through the target’s body. Roll 12d6 and note the sum. If the sum of the dice plus the target’s damage total equals or exceeds its Health score, the portal opens through the target’s body, killing it instantly. Otherwise, the target becomes vulnerable for 1 minute.

Remove From Existence

Castings: 1
Target: One creature or object within 15 yards
Duration: Instant
The target vanishes, removed from existence (luck ends). While removed in this way, the target perceives nothing and can do nothing except make luck rolls to end this effect. When the spell ends, the target reappears in the space it vacated or in an empty space nearest to that space and becomes confused (luck ends).

Teleport Self

Castings: 3
Target: You
Duration: Instant
Choose one space of your Size within 500 miles that you have seen at least once before. You need not have line of effect or line of sight to this space. You teleport to the space and make a Will roll. On a failure, you become confused for 1 minute.

Master Teleportation Spells


Banish

Castings: 1
Target: One creature within 15 yards
Duration: 1 minute
Reality folds in around the target, causing it to disappear for the duration. The target perceives nothing and can do nothing. When the spell ends, roll 30d6. If the sum of the dice plus the target’s damage total equals or exceeds its Health score, the target is shunted into the Void. Otherwise, the target reappears in the space it left or the empty space nearest to it of the Sage’s choice.

Gate

Castings: 1, perform a ritual
Target: One Size 5 space within 5 yards
Duration: 8 hours
You fix your mind on a Size 5 space anywhere in the world. You need not have seen this space, but it must exist. When you finish the ritual, a multicolored disk forms a portal on one side of the target space that remains open for the duration. A second portal appears on one side of the space you had in mind. Anything passing through one portal emerges from the other and vice versa.

Portal Network

Castings: 1
Target: Ten empty Size 1 spaces within 100 yards
Duration: 1 hour
In each space, a portal irises open. Each appears as a glowing white two-dimensional disk that sheds dim light. Number each portal, from 1 to 10. Anything entering one portal instantly emerges from the portal of the next higher or lower number (chosen by the user). Depending on how the portals are arranged, it might be possible for something to pass through multiple portals. If so, it can pass through any given portal created by this spell just once per round, which might happen if the portals all appear in a stack or arranged across the ground like trapdoors.

Sequester

Castings: 1
Target: One ally or one object neither worn nor carried by a creature other than you within 15 yards
Duration: 24 hours
A bubble forms around the target, contracts, and disappears, carrying the target into the Void where it remains for the duration. No time passes for it. When the spell ends, the target reappears in an empty space of your choice within 5 yards of you.

Teleportation Circle

Castings: 1
Target: One Size 5 space centered on you
Duration: Instant
A ring of numbers and symbols appears in the target space, marking the coordinates to one Size 5 space in a place you have seen at least once before and that exists somewhere in the world. You need no line of effect or line of sight to this space. You and each ally inside the space teleports to that space.

Wicked Portals

Castings: 3
Target: Any number of creatures inside one Size 5 space within 30 yards
Duration: Instant
From your outflung hand come several flying disks, each in a variety of different colors. For each target separately, make an Intellect roll against its Agility. On a success, the disk hits the target, which causes it to take 7d6 damage and teleport to an empty space of your choice within 5 yards of the space it leaves.