![]() Nobody thinks that there will only be traps on their way out. I have implemented a lot of traps (mainly pitfalls) to separate the PCs, but they will only be activated after the PCs have reached the "end" of the tower. The wizard wants to catalogue its effects, and the PCs are prime candidates. Most often harmful, but it can yield some great benefits as well. The story behind it all is that the PCs have retrieved an artifact for the NPC wizard - called the Elixir (detailed in the Shining South sourcebook) - which causes random effects every time someone drinks from it. I'll bet the Iron Golem will be _very_ difficult to deal with. the NPC wizard controls an iron golem as his bodyguard, and the players consist of a wizard, a sorcerer, a monk/sorcerer, an archer-ranger and maybe a cleric. I'm already looking forward to tomorrows game. I want the characters to walk into the tower unsuspectingly (well, as suspectingly as players act around NPC wizard towers anyway), but when things turn sour inside the tower, they can't escape! So the damage needs to go.Īre Forbiddance and Unhallow effects that can be detected with a Spellcraft check upon entering? Each teleporting creature (or the target object) takes 3d10 force damage, and the GM rerolls on the table to see where you wind up (multiple mishaps can occur, dealing damage each time).Not a bad idea at all. 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 GM determines the direction off target randomly by rolling a d8 and designating 1 as north, 2 as northeast, 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 × 1d10 percent of the distance that was to be traveled. Off Target: You and your group (or the target object) appear a random distance away from the destination in a random direction. ![]() On Target: You and your group (or the target object) appear where you want to. 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 someplace 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. If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 4d6 force damage, and the spell fails to teleport you. “ 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 creature must be within 5 feet of you when you cast this spell. “ Permanent circle” means a permanent teleportation circle whose sigil sequence you know. The GM rolls d100 and consults the table. 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. 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.
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