Mana per Level: 1
Casting Time: 1 Standard Action
Range: 60’
Target: Single Target
Duration: Instant
Avoidance: Spirit
SpecialA special success if the roll is equal to or less than 1/5 t... More: SaveRolling a characteristic to resist an effect or spell. More difficultYour skill is halved when a task is harder than average, whi... More, CriticalThis is the result of a skill check roll that is 1/20 (or 5%... More: SaveRolling a characteristic to resist an effect or spell. More very difficultYour skill is halved when a task is harder than average, whi... More
Type: Utility
Use PhaseMana per Level: 1 Casting Time: 1 Standard Action Range: 60... More to instantaneously teleport 3 SIZSize defines height, weight, and bulk. There is no SIZ-assoc... More per level from its current location to another place within 100’. Only complete objects can be teleported—it is impossible to teleport a part of a living being away. If an object is not directly affixed to another object or is being “used,” it can be teleported with no issues. The mage must be able to see the object targeted and the location it is to be teleported to.
For example, a dagger can be teleported out of a target’s sheath, but not the wheel out of a cart. If a living creature is holding the dagger, it gets an avoidance check.
For a living target, the target’s ACU is the opposing force. A willing target (such as oneself) does not require a resistance roll.
Spellcraft failure: The spell fizzles, and mana is lost. A fumbleA roll of a 100 is a fumble. Fumbles never yield any benefic... More typically results in just a spell failure, but the SG could rule that something else happens, such as the mage being phased toward the item, the item flying off in a random direction, or maybe even phasing into the In-Between.
Spell Resisted: The spell fizzles, and mana is lost.