Spells Supplement: Teleport Theme

Spells Suppl. Teleport Theme

Supplementary Teleportation Theme Spells

Here lie spells to fill in teleportation-themed effects that I felt were sorely missing in Pathfinder:
Conjurer’s Invitation: Teleports a target in close range to the caster, like reverse Jester’s Jaunt.
Astral Swap: Swap positions with a target.
Shuffling Spaces: Create two areas of teleport transit. These areas swap their contents whenever they are used.

There are also some spells here made just for fun:
Clowning: Cast Phase Step and Vanish simultaneously.
Boogie Woogie: Funny Lv 9 spell. Swap the position of two targets in each round.

Astral Homeward Beacon

Source Lynte Homebrew
School conjuration (teleportation); Level alchemist 3, arcanist 3, bard 3, investigator 3, magus 3, skald 3, sorcerer 3, summoner 3, summoner (unchained) 3, witch 3, wizard 3

Casting

Casting Time 1 minutes
Components V, S, M ([TBD] gp per 7 days of duration)

Effect

Range close (25 ft. + 5 ft./2 levels)
Target A safe open area with 15 to 30 ft. radius.
Duration 7 days/[TBD] gp

This ritual marks a safe area, allowing it to be used as an efficient target for teleportation.

When the area is used as the target for the teleport spell, the teleport spell has 100% chance to be on target, and the caster may bring along 4 more medium creatures than normal. Additionally, the caster has the option to reduce the spell slot tier cost of casting teleport by up to 2 tiers (minimum 3rd tier spell slot).

Only the caster and creatures that the caster allows can use the beacon as a target. Use is usually allowed through knowing a password.

This spell can be made permanent through the permanency spell for [TBD]gp or by using a [TBD] as an additional material component.

The area is visibly marked, as if through a visible arcane mark. Destroying the mark, or the area it rests on ends the spell. It is prudent to mark an area that isn’t easily destroyed or accessed.

Conjurer’s Invitation

Source Lynte Homebrew
School conjuration (teleportation); Level alchemist 3, arcanist 3, bard 3, investigator 3, magus 3, skald 3, sorcerer 3, summoner 3, summoner (unchained) 3, witch 3, wizard 3

Casting

Casting Time 1 standard action
Components V, S

Effect

Range close (25 ft. + 5 ft./2 levels)
Target one creature
Duration instantaneous
Saving Throw Will negates; Spell Resistance yes

You teleport the target to a free space you can see that is adjacent to you. The spell fails if the destination is hazardous to the target (similarly to Jester’s Jaunt), except if the creature is willing.

If the target is willing, the creature provokes attacks of opportunity as it leaves its original square.

Astral Swap

Source Lynte Homebrew
School conjuration (teleportation); Level arcanist 4, mesmerist 3, psychic 4, sorcerer 4, summoner (unchained) 4, witch 4, wizard 4

Casting

Casting Time 1 standard action
Components V, S, M (a coin)

Effect

Range close (25 ft. + 5 ft./2 levels)
Target one creature of your size or smaller
Duration Instantaneous
Saving Throw Will negates; Spell Resistance yes

Description

You swap places with a target creature.

If the target creature cannot fit safely into the new space without squeezing, or you try to teleport the target into an occupied space or a space it could not normally stand within, the spell fails. The spell fails if the target is unconscious or dead when you attempt to switch places.

Clowning

Source Lynte Homebrew
School conjuration (teleportation) or illusion (glamer) [ruse]; Level alchemist 4, arcanist 4, bard 4, magus 4, mesmerist 4, skald 4, sorcerer 4, summoner 4, summoner (unchained) 4, witch 4, wizard 4

Casting

Casting Time 1 standard action
Components V, S, F (a handkerchief)

Effect

Range close (25 ft. + 5 ft./2 levels)
Target willing creature touched
Duration 1 round/level (up to 5 rounds) (D)
Saving Throw none; Spell Resistance yes

You apply the effects of Vanish and Phase Step on a single target. You can make this spell look like one or the other, such that failed Spellcraft checks result in seeing that mimicked spell instead.

The spell succeeds regardless of the order you apply the effects (i.e., it succeeds even if you lose sight of the target or the target moves out of touch range due to either effect during casting). You only need to penetrate spell resistance once.

Ice Crystal Rescue

Source Lynte Homebrew
School conjuration (teleportation) [cold]; Level arcanist 5, sorcerer 5, summoner 5, summoner (unchained) 5, witch 5, wizard 5

Casting

Casting Time 1 standard action
Components V

Effect

Range close (25 ft. + 5 ft./2 levels)
Target one creature
Duration 1d4 rounds and instantaneous
Saving Throw Will negates; Spell Resistance yes

Description

This spell functions as teleport, except you use it to teleport another creature to a safe location you specify adjacent to you (the target can bring along objects as long as their weight doesn’t exceed the target’s heavy load). The target is first trapped in ice (hardness 0, 3 hit points per inch of thickness, 1 inch thick per caster level) for 1d4 rounds, during which time it is paralyzed, aware but unable to take any physical actions, and begins to fade away as the teleportation aspect takes effect. At the end of the 1d4 rounds, the target teleports to the specified location, and the ice’s hit points drop to 0 and it quickly melts away. If the ice is destroyed before the target teleports, the spell ends and the teleport doesn’t occur. If the space occupied becomes dangerous, the spell also ends.

Before 13th level, you can only affect a large or smaller creature. At caster level 13th, you can affect a huge or smaller creature. At 17th level, you can affect a gargantuan or smaller creature.

Despite the name of this spell, you can use it on unwilling creatures.

Special: You can use this spell on yourself as the Teleport toward a very familiar location, except you must also be trapped in ice and take its negative effects. When used on yourself, the ice hardens to 6 hitpoints per inch of thickness instead.

Shuffling Spaces

Source Lynte Homebrew
School conjuration (teleportation); Level arcanist 7, mesmerist 6, psychic 7, sorcerer 7, summoner (unchained) 7, witch 7, wizard 7

Casting

Casting Time 1 standard action, or 10 minutes; see text
Components V, S, M (powered lodestones, see text)

Effect

Range medium (100 ft. + 10 ft./level)
Area two 5, 10, or 15-ft. cubes;
Duration rounds/level or days/level; see text
Saving Throw Will negates; Spell Resistance yes

Description

This spell connects two 5 ft. cubes of open space above solid ground. It can be placed on hazardous terrain. But it is destroyed if the ground below it is. When a creature fully enters either space, creatures contained within both spaces swap places. Creatures partially entering either space prevent this effect. Swapped creatures can continue their movement if they are swapped while moving.

If either space that completely envelopes a creature upon casting, the creature is affected by the spell as if it had just entered the space.

At 15th level and above, you can connect two 10-ft. cubes instead. At 18th level and above, you can connect two 15-ft. or 20-ft. cubes instead.

You may use powered lodestones worth 50gp to extend the spell’s duration to a number of days up to your caster level. The casting duration increases to 10 minutes when extending the duration in this way.

You don’t need line of effect between each cube, but you need line of sight to place them. Flying or x-ray vision can help you place cubes strategically. The cubes themselves are not magically hidden in any way and do not count as traps.

Boogie Woogie

Source Lynte Homebrew
School conjuration (teleportation); Level arcanist 9, psychic 9, sorcerer 9, witch 9, wizard 9

Casting

Casting Time 1 standard action
Components S

Effect

Range close (25 ft. + 5 ft./2 levels)
Target two creatures/round
Duration 1 round/2 levels
Saving Throw Will negates; Spell Resistance yes

Each round, you can swap the positions of two creatures in range as an immediate action as if they were affected by Hostile Juxtaposition (the swap can fail similarly, but you don’t need a specific trigger). Both creatures must fail their Will saves for the spell to work. Creatures that pass a Will save can no longer be affected by the same casting of this spell.

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