![]() Each teleporting creature (or the target object) takes 3d10 force damage and the DM rerolls on the table to see where you wind up (multiple mishaps can occur, dealing damage each time). Mishap: The spell's unpredictable magic results in a difficult journey. Generally, you appear in the closest similar place, but since the spell has no range limit, you could conceivably wind up anywhere on the plane. If you are heading for your home laboratory, for example, you might wind up in another wizard's laboratory or in an alchemical supply shop that has many of the same tools and implements as your laboratory. Similar Area: You and your group (or the target object) wind up in a different area that's visually or thematically similar to the target area. If you were teleporting to a coastal city and wound up 18 miles out at sea, you could be in trouble. The DM determines the direction off target randomly by rolling a d8 and designating 1 as north, 2 as north-east, 3 as east, and so on around the points of the compass. For example, if you tried to travel 120 miles, landed off target, and rolled a 5 and 3 on the two d10s, then you would be off target by 15 percent, or 18 miles. Distance off target is 1d10 x 1d10 percent of the distance that was to be travelled. Off Target: You and your group (or the target object) appear a random distance away from the destination in a random direction. Typical combat summon spells will have 1-hour durations, so you need to start casting Planar Binding immediately after you finish summoning the creature. Next you need to keep the target in place for the full 1-hour casting time of Planar Binding. On Target: You and your group (or the target object) appear where you want to go. A permanent base is an obvious choice, though not the only one. Perhaps you tried to scry an enemy's sanctum but instead viewed an illusion, or you are attempting to teleport to a familiar location that no longer exists. "False Destination" is a place that doesn't exist. "Description" is a place whose location and appearance you know through someone else's description, perhaps from a map. ![]() "Viewed Once" is a place you have seen once, possibly using magic. "Seen Casually" is some place you have seen more than once but with which you aren't very familiar. "Very Familiar" is a place you have been very often, a place you have carefully studied, or a place you can see when you cast the spell. "Associated Object" means that you possess an object taken from the desired destination within the last six months, such as a book from a wizard's library, bed linen from a royal suite, or a chunk of marble from a Lich's secret tomb. The DM rolls d100 and consults the table.įamiliarity: "Permanent Circle" means a permanent teleportation circle whose sigil sequence you know. Your familiarity with the destination determines whether you arrive there successfully. The destination you choose must be known to you, and it must be on the same plane of existence as you. If you target an object, it must be able to fit entirely inside a 10-foot cube, and it can't be held or carried by an unwilling creature. Also, contingency ends on you if its material component is ever not on your person.This spell instantly transports you and up to eight willing creatures of your choice that you can see within range, or a single object that you can see within range, to a destination you select. ![]() If you cast this spell again, the effect of another contingency spell on you ends. You can use only one contingency spell at a time. The contingent spell takes effect only on you, even if it can normally target others. ![]() The contingent spell takes effect immediately after the circumstance is met for the first time, whether or not you want it to, and then contingency ends. For example, a contingency cast with water breathing might stipulate that water breathing comes into effect when you are engulfed in water or a similar liquid. You describe that circumstance when you cast the two spells. Instead, it takes effect when a certain circumstance occurs. You cast that spell, called the contingent spell, as part of casting contingency, expending spell slots for both, but the contingent spell doesn't come into effect. Choose either a creature or an object that is neither worn nor carried. Choose a spell of or lower that you can cast, that has a casting time of 1 action, and that can target you. Level 2nd Casting Time 1 Action Range/Area 30 ft Components V, S, M Duration Concentration 1 Minute School Transmutation Attack/Save CON Save Damage/Effect Buff You cause a creature or an object you can see within range to grow larger or smaller for the duration. ![]()
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