Enchantment nature: Teleportation
Magical skill used: Darkness, Fire, Light, Projection, Water; Projection magic is best.
Description: A teleportation enchantment is one that allows the caster to instantaneously transport the target from one place to another. The teleported target disappears from its initial location and reappears in the final location; the target does not travel in a conventional way and so bypasses any barriers or obstacles between the initial and final locations. All teleportations have instantaneous duration. The final location of a teleportation cannot be intentionally placed within a solid object (i.e. teleportation cannot be used as an attack to entomb targets in solid rock).
Power: The power of a teleportation enchantment determines how much weight the caster can transport, as follows:
Power | Weight that can be teleported |
1 | 100g |
2 | 1 kg |
3 | 10 kg |
4 | 50 kg |
5 | 100 kg |
6 | 150 kg |
7 | 200 kg |
8 | 300 kg |
9 | 500 kg |
10 | 1 tonne |
The initial location of all the weight being teleported must be within the area of effect of the enchantment. The minimum Power of a teleportation enchantment is 1.
Finesse: The Finesse of the teleport enchantment determines the accuracy with which the caster picks up the target initially and places it in the correct final location.
Picking up a willing stationery target is normally automatic provided the caster can see the target. If a target is not willing to be teleported or is a moving target, the caster must make an attack dice roll with a basic value equal to the Finesse of the enchantment to pick up the target in the teleportation enchantment.
The Finesse also determines what kind of final location the caster can choose as follows:
Finesse | Final location |
0 | A location that the caster can clearly see |
2 | A location that the caster has been able to see in the last minute |
4 | A location that the caster knows very well (e.g. his/her home) |
6 | A location that the caster has committed to memory |
8 | Somewhere the caster has been before at some point |
10 | A location drawn in a picture |
Range: The range of a teleportation enchantment is made up of two elements. Firstly, how far the caster is from the centre of the area of effect of the target's initial location. Secondly, how far the caster is from the target's final location. The two range elements add together to give the total range component for determining the difficulty of the enchantment.
Limitations: The magical skill used limits the effects of the teleportation the caster can perform. The referee should apply discretion, but the following list may help.
Skill | Teleportation restrictions: |
Darkness | Shadow walking. The target's initial and final locations must both be in shadows or darkness. |
Fire | Fire walking. The target's initial and final locations must both be within a fire. |
Light | Light walking. The target's initial and final locations must both be in bright light. |
Projection | Teleportation. No restrictions. |
Water | Water walking. The target's initial and final locations must both be immersed in water. |
Examples:
Erik Shadow-walker has a Darkness magic skill score of 8 with a +2 specialism in teleportation and a WP of +3. He is trapped in some caves by enemies who are getting closer to him all the time. Standing in the shadows, he casts a teleportation enchantment to take him back to a dark room in his home, a few kilometres away. Erik chooses an enchantment with Power 5 (enough to transport him and his possessions), Finesse 4 (to a location he knows well), Range Self (i.e. 0) to Horizon (i.e. 7), Concealment 0 (very obvious to onlookers), Duration Instantaneous (i.e. 0), Area of effect single target (i.e. 0), Investment 0 = Difficulty 16 in total. His basic value is 8 + 2 +3 = 13. He uses hand gestures and words when casting to give a modifier of +2, plus the referee rules that the torch-lit conditions give him a +1 modifier to the use of Darkness magic. This gives him an overall basic value of 16, enough to guarantee success. In a flash of darkness, he disappears from the caves (leaving his enemies frustrated) and reappears in his home.
Now back at home, Erik decides he wants to find out more about the enemies who were pursuing him. Using a farsight enchantment, he spies on his pursuers as they search for him. Standing in magical darkness, he picks one of his pursuers and attempts to teleport him back to a dark cell in Erik's house. Erik chooses an enchantment with Power 5 (enough to transport the pursuer and his possessions), Finesse 8 (hopefully enough to grab the unsuspecting target), Range Horizon (i.e. 7) to Close (i.e. 2), making a total Range component of 9, Concealment 0 (very obvious to onlookers), Duration Instantaneous (i.e. 0), Area of effect single target (i.e. 0), Investment 0 = Difficulty 22 in total. His basic value is 8 + 2 +3 = 13. He uses hand gestures and words when casting to give a modifier of +2 and spends 10 minutes preparing the enchantment giving another modifier of +3, plus the referee rules that standing in magical darkness gives him a +3 modifier to the use of Darkness magic. This gives him an overall basic value of 21. He risks 12 points, and rolls 4D+9, rolling 2, 3, 4 and 4 to get a dice roll result of 22, resulting in success. Erik now makes an attack dice roll using a basic value of 8 (equal to the Finesse of the enchantment) + 2 for surprise = 10. He rolls 3D+1, rolling a 4, 5 and 3 to get a dice roll result of 13. His erstwhile pursuer has a Combat score of 4 and a adjusted CO of +2. Sensing the attack at the last moment, he desperately reacts with a jump back dodge (adding a +1 dodge sepecialism and a +3 dodge bonus), giving him a basic value of 10 for his defence dice roll. He rolls 3D+1, rolling a 4, 4 and 2 to get a dice roll result of 11. Despite his best efforts, he is caught by the teleportation enchantment and finds himself in a dark cell at the mercy of Erik Shadow-walker.