Greater Teleport
| Greater Teleport | |
| Spell Information | |
| Spell level : | Innate level: 7, Sorcerer/Wizard: 7, Other: Cleric with Travel domain 7 |
|---|---|
| School : | Conjuration |
| Descriptor(s) : | Teleportation |
| Components : | Verbal |
| Range : | Personal and touch |
| Target/Area : | You and touched objects or other touched willing creatures |
| Duration : | Instantaneous |
| Save : | None and Will negates (object) |
| Spell resistance : | No and Yes (object) |
Description
This spell instantly transports you to a designated destination but interplanar travel is not possible. You can bring along objects as long as their weight doesn’t exceed your maximum load.
You may also bring one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load) or its equivalent (see below) per three caster levels.
A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth.
All creatures to be transported must be in contact with one another, and at least one of those creaturesmust be in contact with you. As with all spells where the range is personal and the target is you, you need not make a saving throw, nor is spell resistance applicable to you. Only objects held or in use (attended) by another person receive saving throws and spell resistance.
You must have some clear idea of the location and layout of the destination. The clearer your mental image, the more likely the teleportation works. Areas of strong physical or magical energy may make teleportation more hazardous or even impossible.
Failing the concentration DC inflicts d8 damage per point the roll was missed. The DC scales with a character's concentration skill and is diminished by taking feats that increase your Spellcraft, Concentration or Conjuration school casting abilities as well as by possesing a certain amounts of casterlevels. Even experienced mages can make mistakes however and teleporting into unusual terrain has stiff risks. Teleporting to a location often will give your character a familiarity bonus to his DC check when traveling to that spot through Teleportation magic.
This spell has a material component cost of 2000 gold pieces and gives a concentration bonus of 1 + d4 for determining success of the teleport.
(Teleporting into Underground areas is exceptionally dangerous for surface characters, the reverse is true for Underdark characters)
Gameplay Notes
Also see Teleportation FAQ
Compared to regular Teleport, Greater Teleport does NOT share the same 5% chance of automatic failure, making it useful as a safety net for transporting fragile persons whom may otherwise be killed from failed teleport damage.
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