Pathfinder teleport

Pathfinder teleport DEFAULT

Teleport

Schoolconjuration (teleportation); Levelmagus 5, occultist 5, psychic 5, sorcerer/wizard 5, spiritualist 5, summoner 4, unchained summoner 5, witch 5; Domaintravel 5; Elemental Schoolvoid 5

CASTING

Casting Time 1 standard action
Components V

EFFECT

Range personal and touch
Target you and touched objects or other touched willing creatures
Duration instantaneous
Saving Throw none and Will negates (object); Spell Resistance no and yes (object)

DESCRIPTION

This spell instantly transports you to a designated destination, which may be as distant as 100 miles per caster level. 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 per three caster levels. A Large creature counts as two Medium creatures, a Huge creature counts as four Medium creatures, and so forth. All creatures to be transported must be in contact with one another, and at least one of those creatures must 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.

FamiliarityOn TargetOff TargetSimilar AreaMishap
Very familiar01–9798–99100
Studied carefully01–9495–9798–99100
Seen casually01–8889–9495–9899–100
Viewed once01–7677–8889–9697–100
False destination81–9293–100

To see how well the teleportation works, roll d% and consult the following table. Refer to the following information for definitions of the terms on the table.

Familiarity: “Very familiar” is a place where you have been very often and where you feel at home. “Studied carefully” is a place you know well, either because you can currently physically see it or you’ve been there often. “Seen casually” is a place that you have seen more than once but with which you are not very familiar. “Viewed once” is a place that you have seen once, possibly using magic such as scrying.

“False destination” is a place that does not truly exist or if you are teleporting to an otherwise familiar location that no longer exists as such or has been so completely altered as to no longer be familiar to you. When traveling to a false destination, roll 1d20+80 to obtain results on the table, rather than rolling d%, since there is no real destination for you to hope to arrive at or even be off target from.

On Target: You appear where you want to be.

Off Target: You appear safely a random distance away from the destination in a random direction. Distance off target is d% of the distance that was to be traveled. The direction off target is determined randomly.

Similar Area: You wind up in an area that’s visually or thematically similar to the target area. Generally, you appear in the closest similar place within range. If no such area exists within the spell’s range, the spell simply fails instead.

Mishap: You and anyone else teleporting with you have gotten “scrambled.” You each take 1d10 points of damage, and you reroll on the chart to see where you wind up. For these rerolls, roll 1d20+80. Each time “Mishap” comes up, the characters take more damage and must reroll.

Teleport, Greater

Schoolconjuration (teleportation); Levelpsychic 7, sorcerer/wizard 7, summoner 5, unchained summoner 6, witch 7; Domaintravel 7; Bloodlineabyssal 7, arcane 7; Elemental Schoolvoid 7

DESCRIPTION

This spell functions like teleport, except that there is no range limit and there is no chance you arrive off target. In addition, you need not have seen the destination, but in that case you must have at least a reliable description of the place to which you are teleporting. If you attempt to teleport with insufficient information (or with misleading information), you disappear and simply reappear in your original location. Interplanar travel is not possible.

Sours: https://www.d20pfsrd.com/magic/all-spells/T/Teleport/

You must have a clear idea of the situation and layout of the destination. The clearer your image, the more likely the teleportation works. Areas of strong physical or magical energy may make teleportation more hazardous or maybe impossible.

You and therefore the targets are instantly transported to any location within range, as long as you’ll identify the situation precisely both by its position relative to your starting position and by its appearance (or other identifying features). Incorrect knowledge of the location’s appearance usually causes the spell to fail, but it could instead cause teleporting to an unwanted location or another unusual mishap determined by the GM.

Teleport Pathfinder

Teleport Pathfinder

  • Casting Time: 1 action
  • Range: 10 feet
  • Components: V
  • Duration: Instantaneous
  • Classes: Bard, Sorcerer, Wizard

Teleport isn’t precise over great distances. The targets appear at a distance from the intended destination adequate to roughly 1 percent of the entire distance traveled, during a direction determined by the GM. for brief journeys, this lack of precision is irrelevant, except for long distances, this might be up to 1 mile.

This spell instantly transports you to a delegated destination within 2,000 miles. Interplanar and interplanetary travel aren’t possible, and neither is travel between two moving Starships during combat, though you would possibly be ready to teleport to a planet’s surface from an orbiting Starship. you’ll bring along objects as long as their weight doesn’t exceed your maximum bulk limit. you’ll also mention to 5 additional willing or unconscious Medium or smaller creatures (carrying gear or objects up to its maximum load) or their equivalent.

A Large creature counts as two Medium creatures, and an enormous creature counts as four Medium creatures. All creatures to be transported must be in touch with each other, and at least one among those creatures must be in touch with you. Because the caster, you would like not to attempt a saving throw, neither is spell resistance applicable to you. Only objects held or in use by another creature receive saving throws and enjoy spell resistance.

Describes an area that doesn’t truly exist, or if you’re teleporting to an otherwise familiar location, it’s an area that not exists intrinsically or has been so completely altered on not be familiar to you. When traveling to a false destination, roll 1d20+80 to get results on the table, instead of rolling d%, since there’s no real destination for you to hope to reach or maybe be astray from.

  • On Target: You appear where you would like to be.
  • Off Target: You appear safely a random distance faraway from the destination during a random direction. the gap off-target is broken of the space that was to be traveled. The direction astray is decided randomly.
  • Similar Area: You finish up in a section that’s visually or thematically almost like the target. Generally, you appear within the closest similar place within range. If no such area exists within the spell’s range, the spell simply fails instead.
  • Mishap: You and anyone else teleporting with you has gotten “scrambled.” You each take 2d10 damage, and you reroll on the chart to ascertain where you finish up. For these rerolls, roll 1d20+80. Whenever “Mishap” comes up, the creatures take more damage and must reroll.

All creatures to be transported must be in touch with each other, and at least one among those creatures must be in touch with you. like all spells where the range is personal and therefore the target is you, you would like not to make a saving throw, neither is Spell Resistance applicable to you. Only objects held or in use (attended) by another person receive saving throws and Spell Resistance.

Categories SpellsSours: https://5espells.com/teleport-pathfinder/
  1. Zywoo cfg
  2. Carburetor number lookup
  3. Technical fashion designer salary
  4. Katamarayudu reviews
  5. Slo surf

Is there a Pathfinder teleport spell to send an enemy some distance away?

From what I can tell, Teleport, Dimension Door, Teleport Object and the like only work on willing allies or unattended objects.

Is there a spell to spend a standard action and send an opponent some distance away, if the opponent failed a save? (Besides Wish).

I have a distant memory of something like this, but it might have been third party for dnd-3.5e. I'm looking for Pathfinder material with this question.

Dismissal has this effect for one Type of creature (outsider) in one Special Circumstance (not on its home plane). I can't remember if the spell I'm thinking of was typed similarly or not.

EDIT Dismissal and the excellent suggestion of Plane Shift are not really what I'm looking for with this question. I'm picturing a situation where the wizard wants to send a rogue out of his tower, not exile her to the Elemental Plane of Fire. Dismissal won't work on a rogue on her native plane.

Barrier spells are not what I'm looking for here. The wizard wants the rogue gone, not delayed.

I'm familiar with Teleportation Circle. That's also not what I'm talking about here. I'm not talking about "The wizard spends ten minutes casting a spell to send an opponent away." I'm talking about "The wizard spends a standard action and makes a touch attack; if that succeeds, and if the opponent fails his Will save, he's removed to Someplace Else." My distant memory of this is that Someplace Else is not defined, and it is also not fatal to the target.

This spell does not send the opponent into a prison. That spell is called Imprisonment and requires a touch attack, a will save, has a long duration and is Ninth level. Alternatively there's Temporal Stasis that (like what I'm thinking of) removes the opponent from being a threat. Temporal Stasis does not remove the opponent from the wizard's presence.


\$\endgroup\$Sours: https://rpg.stackexchange.com/questions/125063/is-there-a-pathfinder-teleport-spell-to-send-an-enemy-some-distance-away
*NEW* PATHFINDER TELEPORT ABILITY - Apex Legends Funny Moments \u0026 Best Plays #39

Teleportation

This article is about the generic act of transporting a person or object instantly from one place to another. For the subschool of conjuration, see Teleportation (subschool). For permanent magical links between locations or planes, see portal. For the spell, see teleport (spell).

Teleportation is the transfer of matter or energy from one point to another without traversing the physical space between them.[1] It is most often accomplished through magical means of traversing the Astral[2][3] or Ethereal planes,[4] particularly via spells like teleport and similar spells in the Teleportation subschool of conjuration magic,[2] as well as abilities related to certain domains,[5]divine gifts,[6] or oracularmysteries[7] of divine magic.

Permanently applied teleportation effects are sometimes referred to as teleporters.[8][9]

Restrictions

Teleportation is almost always a one-way process and cannot be dispelled or inherently undone.[2]

Safety

Objects and creatures cannot be teleported into other objects or creatures, and teleportation spells by design must have a clear, supported surface as a target. Intentional teleportation attempts into life-threatening environments always fail.[10][11] However, some permanent teleporters might still attempt to teleport creatures or objects to a location that was once safe but has since been destroyed, resulting in especially inconvenient or dangerous results.[12]

Teleportation mishaps

Magical teleportation also often requires the spellcaster to at least be familiar with the destination in order to teleport to it; a lack of knowledge about the destination can result in failure, teleporting to an unexpected destination, or a painful teleportation mishap.[13] This familiarity can be gained simply by reading a map of the destination.[14]

Planar travel

While a few rare instance of teleportation magic can cross planar boundaries beyond the transitive planes, most cannot. Teleportation is also subject to any restrictions against travel to or from the Astral Plane.[2]

Created by spells

Certain spells specifically interdict or prevent teleportation, such as dimensional anchor, dimensional lock,[15] and forbiddance.[16]

Summoned creatures

Summoned creatures cannot be teleported, nor can they use any teleportation abilities they might possess.[17][18]

Resistance

Some forms of teleportation can be used against unwilling subjects, though they can sometimes resist being teleported.[13][19]

Disabling and interdiction

Certain spells like teleportation circle can sometimes be disabled through mundane means similar to trap disarmament,[20] and permanent teleporters can be linked to devices that can enable and disable them.[12] Some locations have wards against teleportation, such as the jyoti city of Arudrellisiir on the Positive Energy Plane, which intercepts all unsanctioned teleportation attempts and redirects their passengers into prison cells.[21]

Blightburn prevents all but the most powerful magical teleportation in its presence, and is always highly disruptive even when its effects can be overpowered.[22] Certain auras can also anchor or interdict planar travel, including teleportation, with often painful results.[23]

Range

Many teleportation effects have a limited range, whether a fixed distance or a sensory limit, such as line of sight. However, these limits can sometimes be astronomical in scale—for example, spells such as interplanetary teleport can move creatures and objects from one planet to another.[11][24]

When invoking teleportation effects that can be shared with or imposed onto others, they most often require direct physical contact with the objects or creatures being teleported.[2][4]

Scope

Most methods of teleportation are limited to a single creature and objects it wears or carries. Stronger versions can be shared with a few others.[2][4] But a few rare and truly epic forms of teleportation can move entire buildings, and sometimes even parts of other lands, from one place to another.[25][26] For instance, magically powerful city planners might use teleportation magic move entire unoccupied buildings across a city district.[27]

Teleportation is often inherently disorienting, though some methods (such as the dimension door spell) are more disorienting than others.[13]

Alternative methods

Druidic magic allows a form of teleportation via two different living plants of the same type, regardless of their distance apart.[28] Similar magic can also allow for teleportation-like travel by entering and exiting different trees of the same species.[29]

The illusion spell shadow step provides a teleportation-like effect from one dim or dark shadow to another.[30]

Several types of magical specialists, including non-spellcasters, have innate teleportation abilities. For example, certain types of magi can teleport a bound or specific item, such as a weapon, to their hand.[31] Certain types of rangers,[32]investigators,[19] and even fighters who are exceptional planar scholars[33] have access to teleportation abilities.

While portals are distinguished from teleportation by their permanence and broader potential planar reach, some people have mastered the use of short-lived portals to effectively teleport short distances.[19]

The edges of an unbounded plane will teleport any who attempt to cross them to their opposite edge.[34]

On Golarion

The Thassilonian ruins of Crystilan are encased in crystal that prevents teleportation to the city visible within.[35][36]

The College of Dimensional Studies in Katapesh lacks doors between its rooms, requiring its students to be capable of teleportation and other transport magic.[37]

The sun orchid elixir is sometimes transported via teleportation magic, although this is considered taboo due to repeat mishaps.[38][39]

The interior of the Adella Necropolis is riddled with permanent teleporters and other forms of teleportation magic, while also restricting teleportation into the Necropolis from outside.[40] The Lady's Light, a statue of ancient Thassilon, also contains many permanent teleporters.[41]

The wardstones of Mendev are designed to prevent teleportation across its borders.[42][43][44]

Wizards deliver supplies to Kyonin from outside its borders via teleportation.[45]

In magic items

Teleportation abilities can also be imbued in magic items, such as scrolls, clothes, rings, and armor.[46][47] Such items can reproduce a teleportation spell's abilities in whole or with certain limits, such as binding its target to the location of a specific creature.[48][49]

When damaged, the Harrow Deck of Many Things teleports to a random location elsewhere on a single plane of existence. One of its cards, the Desert, can teleport a group and a ton of items to a known destination with enough power to bypass most barriers against teleportation.[50]

The brass dragon orb is imbued with a powerful teleport spell.[51]

Annually on or near 20th Pharast, Saint Cuthbert's Mace can teleport anywhere within a plane, or shift across planes, to appear where those who fight for law and good need it the most.[52]

Shin-Tari, one of the Seven Swords of Sin, can teleport a creature that it wounds.[53]

Vesper's Rapier grants its wielder limited teleportation abilities.[54]

In religion

Alseta, elven deity of doors and portals, is often (if unofficially) considered the patron deity of teleportation.[55]

In the Great Beyond

A rare side effect of a teleportation maneuver used by shield and lanternarchons results in the explosive creation of a bastion archon.[56]

Mobile valharutinevitables use teleportation at will to move quickly across a battlefield.[57]

Sahkils are masters of teleportation, and parts of Phantasmagoria's Maw—the entrance to their realm of Xibalba—is inaccessible without teleportation.[58]

References

  1. ↑Teleportation, Wikipedia.
  2. 2.02.12.22.32.42.5Jason Bulmahnet al. (2009). Pathfinder RPG Core Rulebook (1E), p. 210. Paizo Publishing, LLC. ISBN 978-1-60125-150-3
  3. ↑Robert Brookeset al. (2018). Planar Adventures, p. 149. Paizo Inc. ISBN 978-1-64078-044-6
  4. 4.04.14.2Jason Bulmahnet al. (2009). Pathfinder RPG Core Rulebook (1E), p. 359. Paizo Publishing, LLC. ISBN 978-1-60125-150-3 Specifically the teleport object spell.
  5. ↑Jason Bulmahnet al. (2009). Pathfinder RPG Core Rulebook (1E), p. 47. Paizo Publishing, LLC. ISBN 978-1-60125-150-3
  6. ↑Robert Brookeset al. (2018). Planar Adventures, p. 74. Paizo Inc. ISBN 978-1-64078-044-6 Specifically Abadar's divine gift.
  7. ↑Jason Bulmahn, et al. (2011). Ultimate Magic, p. 57. Paizo Publishing, LLC. ISBN 978-1-60125-299-9
  8. ↑Mike Shel. (2011). Tomb of the Iron Medusa, p. 12–13. Paizo Publishing, LLC.
  9. ↑Richard Pett. (2008). Escape from Old Korvosa. Escape from Old Korvosa, p. 55. Paizo Publishing, LLC. ISBN 978-1-60125-092-6
  10. ↑Jason Bulmahnet al. (2009). Pathfinder RPG Core Rulebook (1E), p. 209. Paizo Publishing, LLC. ISBN 978-1-60125-150-3
  11. 11.011.1Jason Bulmahn, et al. (2011). Ultimate Magic, p. 225. Paizo Publishing, LLC. ISBN 978-1-60125-299-9
  12. 12.012.1Sam Polak. (2013). Tower of the Ironwood Watch, p. 8–9. Paizo Publishing, LLC.
  13. 13.013.113.2Jason Bulmahnet al. (2009). Pathfinder RPG Core Rulebook (1E), p. 358. Paizo Publishing, LLC. ISBN 978-1-60125-150-3
  14. ↑Tito Leati. (2008). Crown of Fangs. Crown of Fangs, p. 18. Paizo Publishing, LLC. ISBN 978-1-60125-109-1
  15. ↑Jason Bulmahnet al. (2009). Pathfinder RPG Core Rulebook (1E), p. 270. Paizo Publishing, LLC. ISBN 978-1-60125-150-3
  16. ↑Jason Bulmahnet al. (2009). Pathfinder RPG Core Rulebook (1E), p. 285. Paizo Publishing, LLC. ISBN 978-1-60125-150-3
  17. ↑Jason Bulmahnet al. (2009). Pathfinder RPG Core Rulebook (1E), p. 352. Paizo Publishing, LLC. ISBN 978-1-60125-150-3
  18. ↑Jason Bulmahn, et al. (2011). Ultimate Magic, p. 183. Paizo Publishing, LLC. ISBN 978-1-60125-299-9
  19. 19.019.119.2Robert Brookeset al. (2018). Planar Adventures, p. 18. Paizo Inc. ISBN 978-1-64078-044-6 Specifically the portal seeker archetype.
  20. ↑Jason Bulmahnet al. (2009). Pathfinder RPG Core Rulebook (1E), p. 95. Paizo Publishing, LLC. ISBN 978-1-60125-150-3
  21. ↑Robert Brookeset al. (2018). Planar Adventures, p. 120. Paizo Inc. ISBN 978-1-64078-044-6
  22. ↑James Jacobs and Greg A. Vaughan. (2008). Into the Darklands, p. 14. Paizo Publishing, LLC. ISBN 978-1-60125-140-4
  23. ↑Jason Bulmahn, et al. (2011). Ultimate Magic, p. 153–154. Paizo Publishing, LLC. ISBN 978-1-60125-299-9
  24. ↑Richard Pett. (2012). The Moonscar, p. 5. Paizo Publishing, LLC. ISBN 978-1-60125-426-9
  25. ↑Kyle Baird. (2014). The Sealed Gate, p. 14. Paizo Inc.
  26. ↑Robert Brookeset al. (2018). Planar Adventures, p. 246. Paizo Inc. ISBN 978-1-64078-044-6 Specifically a watcher's beacon of Jandelay.
  27. ↑Amanda Hamon and David Ross. (2013). Quests & Campaigns, p. 29. Paizo Publishing, LLC. ISBN 978-1-60125-513-6
  28. ↑Jason Bulmahnet al. (2009). Pathfinder RPG Core Rulebook (1E), p. 361. Paizo Publishing, LLC. ISBN 978-1-60125-150-3 Specifically the transport via plants spell.
  29. ↑Jason Bulmahnet al. (2009). Pathfinder RPG Core Rulebook (1E), p. 362. Paizo Publishing, LLC. ISBN 978-1-60125-150-3 Specifically the tree stride spell.
  30. ↑Jason Bulmahn, et al. (2011). Ultimate Magic, p. 237. Paizo Publishing, LLC. ISBN 978-1-60125-299-9
  31. ↑Jason Bulmahn, et al. (2011). Ultimate Magic, p. 48. Paizo Publishing, LLC. ISBN 978-1-60125-299-9 Specifically the bladebound magus' teleport blade ability.
  32. ↑Robert Brookeset al. (2018). Planar Adventures, p. 17. Paizo Inc. ISBN 978-1-64078-044-6 Specifically the planar scout archetype.
  33. ↑Robert Brookeset al. (2018). Planar Adventures, p. 28. Paizo Inc. ISBN 978-1-64078-044-6
  34. ↑Robert Brookeset al. (2018). Planar Adventures, p. 60. Paizo Inc. ISBN 978-1-64078-044-6
  35. ↑James L. Sutter. (2007). Varisia. The Hook Mountain Massacre, p. 63. Paizo Publishing, LLC. ISBN 978-1-60125-038-4
  36. ↑Adam Daigle and James L. Sutter. (2012). Rise of the Runelords Anniversary Edition Player's Guide, p. 7. Paizo Publishing, LLC.
  37. ↑Stephen S. Greer & Amber E. Scott. (2009). Dark Markets: A Guide to Katapesh, p. 34. Paizo Publishing, LLC. ISBN 978-1-60125-166-4
  38. ↑Thurston Hillman. (2016). First Taste of Eternity, p. 5. Paizo Inc.
  39. ↑Thurston Hillman. (2016). First Taste of Eternity, p. 7. Paizo Inc.
  40. ↑Mike Shel. (2011). Tomb of the Iron Medusa, p. 17. Paizo Publishing, LLC.
  41. ↑Mike Shel. (2012). Curse of the Lady's Light. Curse of the Lady's Light, p. 24. Paizo Publishing, LLC. ISBN 978-1-60125-459-7
  42. ↑Sean K. Reynolds. (2014). Deskari. City of Locusts, p. 71. Paizo Publishing, LLC. ISBN 978-1-60125-587-7
  43. ↑Mark Moreland. (2010). The Sarkorian Prophecy, p. 4. Paizo Publishing, LLC.
  44. ↑James Jacobset al. (2011). The Inner Sea World Guide, p. 301. Paizo Publishing, LLC. ISBN 978-1-60125-269-2
  45. ↑J.D. Wiker. (2008). A Memory of Darkness. A Memory of Darkness, p. 8. Paizo Publishing, LLC. ISBN 978-1-60125-130-5
  46. ↑Jason Bulmahnet al. (2009). Pathfinder RPG Core Rulebook (1E), p. 504. Paizo Publishing, LLC. ISBN 978-1-60125-150-3 Specifically boots of teleportation.
  47. ↑Jason Bulmahnet al. (2009). Pathfinder RPG Core Rulebook (1E), p. 518. Paizo Publishing, LLC. ISBN 978-1-60125-150-3 Specifically helm of teleportation.
  48. ↑Mark Moreland. (2010). The Maze of the Open Road, p. 9. Paizo Publishing, LLC. Specifically the ring of the binding word.
  49. ↑F. Wesley Schneider. (2012). Artifacts & Legends, p. 57. Paizo Publishing, LLC. ISBN 978-1-60125-458-0 Specifically the crown of the simurgh.
  50. ↑F. Wesley Schneider. (2012). Artifacts & Legends, p. 24–25. Paizo Publishing, LLC. ISBN 978-1-60125-458-0
  51. ↑F. Wesley Schneider. (2012). Artifacts & Legends, p. 32. Paizo Publishing, LLC. ISBN 978-1-60125-458-0
  52. ↑F. Wesley Schneider. (2012). Artifacts & Legends, p. 41. Paizo Publishing, LLC. ISBN 978-1-60125-458-0
  53. ↑F. Wesley Schneider. (2012). Artifacts & Legends, p. 52. Paizo Publishing, LLC. ISBN 978-1-60125-458-0
  54. ↑F. Wesley Schneider. (2012). Artifacts & Legends, p. 55. Paizo Publishing, LLC. ISBN 978-1-60125-458-0
  55. ↑Sean K Reynolds. (2008). Gods and Magic, p. 45. Paizo Publishing, LLC. ISBN 978-1-60125-139-8
  56. ↑Robert Brookeset al. (2018). Planar Adventures, p. 226–227. Paizo Inc. ISBN 978-1-64078-044-6
  57. ↑Robert Brookeset al. (2018). Planar Adventures, p. 237. Paizo Inc. ISBN 978-1-64078-044-6
  58. ↑Robert Brookeset al. (2018). Planar Adventures, p. 98. Paizo Inc. ISBN 978-1-64078-044-6
Sours: https://pathfinderwiki.com/wiki/Teleportation

Teleport pathfinder

STEAM
How to use teleport circles?
I have one built in Drezen and in two other forts, but I can't for the life of me figure out how to actually use them. Clicking on the fort for instance I only get the option to overland travel, not any option to teleport. Is this a bug or is there something clearly obvious that I'm overlooking?
Close

Report this post

Note: This is ONLY to be used to report spam, advertising, and problematic (harassment, fighting, or rude) posts.
Sours: https://steamcommunity.com/app/1184370/discussions/0/2961670087555872442/
Teleporting Pathfinder

Teleport

Spell
teleport-icon-demon-mythic-spell-pathfinder-wrath-of-the-righteous-wiki-guide-65px

Target

Target point within long range.

Duration

 n/a

Saving Throw

n/a

Spell Resistance

Not affected by target's spell resistance

Spell Descriptors

n/a

Casting Time

Standard action

Teleport is a Mythic Spell in Pathfinder: Wrath of the Righteous. Each Mythic Path contains its own unique set of spells. Teleport is a level 4 Conjuration spell. Mythic Spells have the same use as regular Spells, but are classified as the more powerful set of spells and can turn the tide of a battle. Like other spells, these spells can be prepared in advance-whether from a spellbook or through prayers-while some cast spells spontaneously without preparation.

 

Teleport Information

  • Level: 4
  • School: Conjuration
  • Spell Effect: As a move action, you teleport to any point up to long distance.

Spell Properties:

  • Target: Target point within long range.
  • Duration:  n/a
  • Saving Throw: n/a
  • Spell Resistance: Not affected by target's spell resistance
  • Spell Descriptors: n/a
  • Casting Time: Standard action

 

 How to Acquire Teleport

Teleport can be accessed through the following Mythic Paths:

Teleport can be cast by using the following Items:

  • Item ??
  • Weapon ??
  • Armor ??

 

 

Teleport Tips & Notes

  • ??
  • Other notes, tips, tricks, and trivia.

 

 




Sours: https://pathfinderwrathoftherighteous.wiki.fextralife.com/Teleport

You will also like:

Next to us, a group of some guys were sunbathing for about twenty years. And when Vika, Seryoga and Mishka climbed out of the tent, the boys, apparently, went nuts. - Their eyes were fifty dollars, that's for sure. Vika appeared to us all finished, here and binoculars were not needed - and face, and legs, and stomach. In short, the guys did their best.



2235 2236 2237 2238 2239