Bowgentle's Double Teleport

by Mike Mateer (mateer@midwest.net) on 95/12/16

From the Spellbook of Tome of Lost Lore

Level
6
School
Alteration
Sphere
None
Range
0
VSM
V, S, M
Dur
1 round/level
CT
6
AE
Special
ST
Special

Spell description

Casting this specialized version of the teleport spell gives the caster the ability to temporarily trade places with other creatures within sight. He may trade places with up to one creature every round, though he may choose not to do so if he pleases.

After the initial casting of the spell, teleportation is almost instantaneous on the part of the caster. It requires but a thought on his part, and may be performed even if he is grappled, held, taking damage, ect.; unless it prevents him from thinking, it cannot effect the movement of this spell. The caster may also perform a teleport in addition to his other actions for the round, as covered below.

The caster may teleport up to twice per round. The first, though, must be used to switch places with a target. This teleport switch may be performed at any time during the round, from right at the beginning to just before the end. Creatures receive a save vs. spell with a -3 penalty to avoid the switch, and if they save the caster has still used his teleport for the round.

The second may only be used to switch back to his original position; it is an optional action that occurs at the very end of the round. Note the word optional; the caster need not switch back places if he doesn't want to. He may stay in his new location for up to 1 round for every 5 levels of experience he possesses, but on the end of the last round indicated, if he hasn't already switched back, the spell will automatically do so for him.

The caster may never trade positions with more than one person at a time. Instead, he must first trade himself back to his original (natural) position, and then pick his new target.

Targets that exchange places do only that; they do not exchange momentum, or anything else. Thus if a mage standing at the very edge of a cliff decided at the last moment to switch places with the warrior charging him pell-mill, the warrior would retain all of the momentum of his charge (to his detriment). He would not appear standing stock still, as the mage was, nor would the mage appear running at a rate of 15, as the warrior was.

Always remember that a mage will eventually be forced to switch back with every person he trades with. For example, the mage would be in bad straits if the warrior who just flung himself off the cliff managed to catch hold of something. The mage would reappear, not necessarily clutching at the rock, and may face the plunge himself.

If the mage wishes to, he may always use his voluntary teleport for the round to switch back positions. Also note that if the spell is about to end while the wizard is still switched with a subject, they automatically switch back at the end of the last round. A similar result occurs if the magic is dispelled earlier (with Dispel Magic or the like).

The teleports occur suddenly, and, as mentioned, with but a thought from the wizard. This can lead to missed weapon attacks, and can make missile weapons positively deadly to their firer if his position is switched with his wizardly target. Normally the wizard may time such teleports exactly, but the D.M. may wish to overrule this in certain situations, imposing checks or not allowing a teleport at all (or at least not before certain other actions). Swords of Quickness and the like would be good justification for this, among other things.

If the mage teleports while in the middle of a spell, attack, or other delicate task, that action for that round is foiled; the attack misses, the spell is disrupted. In some cases the D.M. might make an exception to this (planing to begin a swing of the quarterstaff that will end on the guards head after the teleport might work), possibly even allowing (in rare cases or with simple spells) an Intelligence check of some kind to keep a spell from fizzling. But players should not expect this.

No roll is needed too see if the target and caster arrive safely after a teleport; the solid location assured by the other makes it almost absolutely safe (barring wild zones and other such hazards). All that is necessary in the way of range is that the mage be able to see his target.

The material component for this spell is any small personal possession of the caster's, which disappears in the casting of the spell (it need not be valuable), and a small silver or gold amulet or pendent. This amulet must be set with a diamond, or other clear, hard gemstone worth no less than 1,000 gp, that contains a piece (hair, scale, tooth, ect.) of a naturally teleporting creature. Blink dogs are often used, but other things would work, from the buckle of a Helmed Horror to the scale of certain dragons (who have learned Blink or Teleport naturally with their age, as a spell slot). This amulet is reusable, but if it is somehow destroyed before the duration ends, the Double Teleport ends immediately (trading back the caster if need be).


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