![]() For the duration, creatures can't teleport into the area or use. You create a ward against magical travel that protects up to 40,000 square feet of floor space to a height of 30 feet above the floor. If you don’t have enough Resolve Points, you spend all the Resolve Points you have available and the spell fails. This spell functions as teleport, except there is truly no range limit and you do not need to have seen your destination, though you must have a solid grasp of which world you wish to travel to (the third planet from the sun is an acceptable destination, but a habitable world near that bright star is not). The spell proofs the area against planar travel, and therefore prevents creatures from accessing the area by way of the Astral. This increases the casting time to 1 hour and costs a number of Resolve Points equal to the number of days it would take to reach the planet through Drift travel (assume a base engine with a Drift rating of 1 the GM rolls this randomly, after you begin casting the spell). A shimmering portal opens within the circle you drew and remains open until the. You can also attempt to teleport to planets in different solar systems that you have visited before. As you cast the spell, you draw a 10-foot-diameter circle on the ground inscribed with sigils that link your location to a permanent teleportation circle of your choice whose sigil sequence you know and that is on the same plane of existence as you. If no such safe landing zone exists on the world, such as someone attempting to travel into the sun without the proper precautions in place, the spell simply fails. If you have a specific location on a planet in mind, you arrive there without a chance of failure otherwise, you arrive at a location that would not immediately be life threatening. You must have an unambiguous idea of which world you wish to travel to (“the third planet from the sun” is an acceptable destination, but “a habitable world with oceans” is not). You can teleport to anywhere you are familiar with on the planet you are on while casting the spell, or you can teleport to any other planet in the same solar system. Saving Throw none, Will negates (object) Spell Resistance no, yes (object) DescriptionThis spell functions as teleport, except there is no hard range limit and you don’t need to have seen your destination. Targets you and touched objects or touched willing or unconscious creatures ![]() 362Ĭlasses Precog 6, Technomancer 6, Witchwarper 6 If you find a book that makes an off-hand mention of a planet called Barsoom, one casting of interplanetary teleport later you are there - and automatically in a hospitable location, for bonus points. Interplanetary Teleport Source Starfinder Core Rulebook pg. Interplanetary teleport, on the other hand, lets you teleport to a planet you know nothing about except the name. Mystic | Precog | Technomancer | Witchwarper
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |