Teleportation
Teleport
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Teleport across the distance, allowing for rapid transport and bypassing dangers.
Attribute: Willpower
Type: Teleportation
Requirements: None
Duration: 100m
Action Points: 9 AP
Cool Down: 4 Rounds
Range: Self
Rank 1
Teleport - After a few seconds of intense focus, you vanish and instantly appear in another spot 100m away. You must be able to see the spot, or know it well enough to visualise it, having spent time there within the last ten minutes or have spent at least the night there recently
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Rank 2
Improved Cooldown - Reduce the Cooldown by 1 AP.
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Rank 3
Better Memory - Increase the time since you could teleport to a spot to 1 hour ago.
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Rank 4
(Level 5 and higher)
Attribute: Willpower
Type: Teleportation
Requirements: None
Duration: 100m
Action Points: 9 AP
Cool Down: 4 Rounds
Range: Self
Rank 1
Teleport - After a few seconds of intense focus, you vanish and instantly appear in another spot 100m away. You must be able to see the spot, or know it well enough to visualise it, having spent time there within the last ten minutes or have spent at least the night there recently
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Rank 2
Improved Cooldown - Reduce the Cooldown by 1 AP.
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Rank 3
Better Memory - Increase the time since you could teleport to a spot to 1 hour ago.
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Rank 4
(Level 5 and higher)
Group Teleport - Telport a group equal to your Willpower modifier with you, so long as they are touching you.
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-- Or --
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Greater Distance - Increase the teleportation range to 1000m.
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Rank 5
(Level 10 and higher)
(Level 10 and higher)
Reduced Cooldown - Reduce the cooldown period by 2 rounds.
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-- Or --
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Emotional Teleport - Teleport to locations that you have a strong emotional bond with, at the GM's agreement.
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Rank 6
(Level 15 or higher)
(Level 15 or higher)
Flash Teleport - Teleport first and pay the AP cost after.
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-- Or --
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Blink
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Vanishing rather than receiving a hit is a useful talent that many mages quickly master
Attribute: Willpower
Type: Teleportation
Requirements: None
Duration: 2 rounds
Action Points: 5AP
Cool Down: 2 rounds
Range: Self
Rank 1
Blink - For the duration add 20% to dodge.
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Rank 2
Easier Casting - Reduce the AP cost by 1.
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Rank 3
Reduced Cooldown - Reduce the cooldown of the talent by 1.
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Rank 4
(Level 5 and higher)
Attribute: Willpower
Type: Teleportation
Requirements: None
Duration: 2 rounds
Action Points: 5AP
Cool Down: 2 rounds
Range: Self
Rank 1
Blink - For the duration add 20% to dodge.
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Rank 2
Easier Casting - Reduce the AP cost by 1.
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Rank 3
Reduced Cooldown - Reduce the cooldown of the talent by 1.
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Rank 4
(Level 5 and higher)
Improved Blink - For the duration the caster has a 50% chance to avoid any hit by randomly vanishing to another point within 10m. The Caster can use this to react to an attack, spending 5AP from the next round's actions.
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-- Or --
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Rank 5
(Level 10 and higher)
(Level 10 and higher)
-- Or --
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Easier Casting - Reduce the AP cost by 1.
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Rank 6
(Level 15 or higher)
(Level 15 or higher)
Exceptional Blink - Increase the change to miss to 90%, but the spell ends as soon as it's activated.
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-- Or --
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Gate
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Open a Gate to a distant location.
Attribute: Willpower
Type: Teleportation
Requirements: None
Duration: 2 rounds per level
Action Points: 20 AP
Cool Down: 1 day
Range: 100 km
Rank 1
Gate - This potent spell allows the caster to open a Gate to another place. This spell is only precise to within 50m of the intended destination, making it difficult to use within a confined area, but can be cast using a map rather than memory. Only matter that attempts to enter through a Gate can do so - opening one in the middle of an ocean won't flood the area, but would allow any creatures in the sea to come through. Gates function both ways and can be closed at any time by their caster.
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Rank 2
Increased Range - Increase the range to 1000km.
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Rank 3
Reduced Cooldown - Reduce the Cooldown to 1 hour.
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Rank 4
(Level 5 and higher)
Attribute: Willpower
Type: Teleportation
Requirements: None
Duration: 2 rounds per level
Action Points: 20 AP
Cool Down: 1 day
Range: 100 km
Rank 1
Gate - This potent spell allows the caster to open a Gate to another place. This spell is only precise to within 50m of the intended destination, making it difficult to use within a confined area, but can be cast using a map rather than memory. Only matter that attempts to enter through a Gate can do so - opening one in the middle of an ocean won't flood the area, but would allow any creatures in the sea to come through. Gates function both ways and can be closed at any time by their caster.
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Rank 2
Increased Range - Increase the range to 1000km.
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Rank 3
Reduced Cooldown - Reduce the Cooldown to 1 hour.
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Rank 4
(Level 5 and higher)
Reduced Cooldown - Reduce the Cooldown to 1 minute
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-- Or --
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Rank 5
(Level 10 and higher)
(Level 10 and higher)
-- Or --
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Continental Travel - Open a gate up to 5000km away.
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Rank 6
(Level 15 or higher)
(Level 15 or higher)
Planar Gate - Open a Gate to another realm.
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-- Or --
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