This page is read only. You can view the source, but not change it. Ask your administrator if you think this is wrong. ====== Teleportation ====== With the spells from the Teleportation tradition, the world becomes so much smaller. Its spells enable instant transit from one space to another, so that a caster can cross hundreds of miles without breaking a sweat. The tradition also finds clever and sometimes gory ways to harm others. Ultimately, the tradition works by finding the soft spaces in reality and exploiting them ===== Talents ===== //**Far Step:**// If you lack the confused, controlled, stunned, or unconscious afflictions, you can use this talent at the start of your turn. You teleport to an empty space you can see within 5 yards. You can use this talent once, twice at level 3, and three times at level 7. You regain expended uses after you rest. //**Fetch Object:**// You can use an action to retrieve an object at a distance. Target one object you can see that you can hold in one or two hands. If the target is worn or carried, make an Intellect roll against the target’s Agility. On a success or if the object is neither worn nor carried, the object teleports to your waiting hand or hands. You can use this talent once, twice at level 3, and three times at level 7. You regain expended uses after you rest. //**Swap Spaces:**// If you lack the confused, controlled, stunned, or unconscious afflictions, you can use this talent at the start of your turn. Target one ally within 5 yards. You and the target teleport to swap positions. You can use this talent once, twice at level 3, and three times at level 7. You regain expended uses after you rest. //**Unexpected Portal:**// You can remove obstacles from your path. Target one enemy or unsecured object within 5 yards. Make an Intellect roll against the target’s Agility. On a success, the target falls through a portal and reappears in an empty space of your choice within 5 yards of the space it left. On a critical success, the target becomes confused until the start of your next turn. At level 3, on a success, the target also becomes vulnerable until the start of your next turn. At level 7, on a success, you can cause the target to appear in an empty space within 10 yards instead. ===== Novice Spells ===== {{page>weird-wizard:spells:Dismissal&link&doindent}} {{page>weird-wizard:spells:Quick_Jaunt&link&doindent}} {{page>weird-wizard:spells:Remove_Object&link&doindent}} {{page>weird-wizard:spells:Scatter&link&doindent}} {{page>weird-wizard:spells:Sever&link&doindent}} {{page>weird-wizard:spells:Summon_Creature&link&doindent}} ===== Expert Spells ===== {{page>weird-wizard:spells:Deploy_Allies&link&doindent}} {{page>weird-wizard:spells:Disassemble&link&doindent}} {{page>weird-wizard:spells:Hidden_Passages&link&doindent}} {{page>weird-wizard:spells:Hostile_Portal&link&doindent}} {{page>weird-wizard:spells:Remove_From_Existence&link&doindent}} {{page>weird-wizard:spells:Teleport_Self&link&doindent}} ===== Master Spells ===== {{page>weird-wizard:spells:Banish&link&doindent}} {{page>weird-wizard:spells:Gate&link&doindent}} {{page>weird-wizard:spells:Portal_Network&link&doindent}} {{page>weird-wizard:spells:Sequester&link&doindent}} {{page>weird-wizard:spells:Teleportation_Circle&link&doindent}} {{page>weird-wizard:spells:Wicked_Portals&link&doindent}}