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Wizard_School_Telemancer Type1Ninja

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Telemancer

Perk: If you use your action to teleport next to someone, you get a free attack with advantage (reroll use best) against them. You automatically avoid teleporting things inside of other things.

Drawback: Can’t cast in small spaces. The smallest dimension of the area you’re in can’t be smaller than 20’ (cantrips are fine).

Cantrips

  1. Teleport an item you could fit in your hand up to five feet. If it’s

    being worn or carried by another creature, they Save vs Wisdom to notice. Range 20’.

  2. Teleport yourself up to one foot.

  3. Judge a distance between two points you can see accurately.

Mishaps

  1. MD only return to your pool on a 1-2 for 24 hours.

  2. Take 1d6 damage.

  3. Random mutation for 1d6 rounds, then Save. Permanent if you fail.

  4. The next thing you focus on teleports directly to you. Range 30’.

  5. Teleport to a random location within 30’.

  6. For 24 hours, when you try to pick something up, 2-in-6 chance that

    it teleports out of your hand.

Dooms

  1. For 24 hours, when you try to walk somewhere, teleport instead.

    3-in-6 chance to teleport to your destination, 3-in-6 chance to teleport away from your destination.

  2. For 72 hours, when you try to walk somewhere, teleport instead.

    3-in-6 chance to teleport to your destination, 3-in-6 chance to teleport away from your destination.

  3. Teleport constantly. You can only hold yourself in a single location

    once per day, and must Save each minute to remain. Otherwise, you just flit around the world, never staying long enough to observe or do anything.

This Doom can be avoided by journeying from one ocean to another without teleporting yourself.

Spell List

Blink, Teleport Other, Mind Tether, Swap, Visit, Blinkstep, Journey, Teleswing, Telerend, Portal. Legendary: Astral Traveler, Journey Portal, Reinforce Portal

1. Blink

R: [dice]x30’ T: Self D: Instantaneous

Teleport yourself to a location within range that you can see.

The basic form of teleport: take me from Point A to Point B. With the teleportation wizard’s perk, you can teleport behind someone and then stab them in the back.

2. Teleport Other

R: [dice]x30’ T: Creature or Object D: Instantaneous

Teleport another creature or object that you can see to a location within range that you can see. Maximum size scales with [dice] invested: 1 [dice] = Human Sized, 3 [dice] = Ogre Sized

The basic form of teleport applied to another creature. They don’t get free actions to attack, but they can just use their regular action.

3. Swap

R: [dice]x45’ T: Self and Creature D: Instantaneous

Switch places with another creature you can see by teleporting.

This spell has a longer range than Blink, but you lose a lot of control over your target location. On the other hand, you could use it to separate a high value enemy from its allies, though you would separate yourself as well.

4. Visit

R: [dice]x30’ T: Self D: 4-[dice] rounds

Teleport to a location within range that you can see, then—after 4 minus [dice] rounds—teleport back to your original location.

This spell is great for hit and run attacks. The more dice you invest in a spell, the less time you spend vulnerable near the enemies.

5. Mind Tether

R: Touch T: Object and Creature D: [sum] rounds

When the creature throws or otherwise loses this object, it will teleport back into their hand or pocket at the beginning of the next round.

Turn your dagger into a Dagger of Returning! For a round or two. Probably useful for triggering traps, throwing valuable but effective weapons, and playing hot potato.

6. Blinkstep

R: Touch T: Creature D: [dice] rounds

Creature teleports with every step, increasing their Movement by Movement x [dice] and gaining a Defense bonus of +[dice].

Good for charges or retreats. Remember that movement speed in combat is Movement x 3’, and sprinting is Movement x 10’. One die doubles those speeds, two dice triple them, etc.

7. Telerend

R: 60’ T: Creature D: Instantaneous

Attempt to teleport separate parts of the creature you can see apart, dealing [sum] damage and removing 1d4 limbs. Save for half, and to avoid the limb removal.

The only teleportation horror spell. It does guaranteed damage, and it can disarm (heh) your opponents.

8. Teleswing

R: 60’ T: Held Weapon and Creature D: Instantaneous

Make an attack with a melee weapon, then teleport that weapon at that enemy. Make a separate attack roll for each [die]. The weapon does not automatically return to the caster; it falls to the ground near the target.

This spell turns melee weapons into ranged weapons, but requires you to retrieve them and doesn’t automatically hit. It makes up for that by being awesome.

9. Journey

R: [dice]x30 miles T: Self D: 24 h (Cooldown)

Teleport to a location you can name on a map or describe within range. The spell fizzles if you name a location that doesn’t exist, or can’t describe adequately (no logic, only descriptions). “Chicago” or “the farm twenty miles south of here” are valid locations, but “the nearest library containing a Scroll of Fireball” is not.

This gives players a lot of freedom, but they can’t bring their allies with them, and they need to be sure they can survive for a day. They could definitely teleport to an enemy stronghold, but they’d have to avoid those enemies for a day before returning.

10. Portal

R: 60’ T: 2 Open Locations D: [sum] minutes

Pick two open locations within range (no line of sight needed), linking them together and allowing things to move from one spot to another. Pressure doesn’t push fluids through the portal.

This is a more passive spell, but because it works with other characters, it opens up lots of variety in tactics and puzzle solving.

Legendary Spells

11. Astral Traveller

R: Self T: Self D: [dice] minutes

Leave your body, becoming immaterial and invisible and gaining [dice]x4 charges for Journey for the duration (30 miles each). When the spell ends, your body teleports to your final location and you regain control.

Check up on your entire extended family all at once, then pick one to annoy in person! Or, you know, you could do something useful with it. The point is that you can observe lots of things in quick succession and then pick a destination.

12. Journey Portal

R: [dice]x30 miles T: 2 Open Locations D: [sum] hours

Pick two open locations within range (no line of sight needed), linking them together and allowing things to move from one spot to another. Pressure doesn’t push fluids through the portal.

A combination of a Journey and Portal. Its main purpose, though is in conjunction with the next spell, allowing you to permanently link two far-away locations together.

13. Reinforce Portal

R: Touch T: Portal D: [sum] hours

Increase the duration on a portal by [sum] hours. When a portal’s duration is greater than 48 hours, it becomes permanent.

This spell is useless on its own, but it lets a teleportation wizard leave a permanent mark on the world.