Flash Travel

Flash Travel is a similar spell to Teleport. It allows the caster to travel vast distances in a short time, just like Teleport. The difference between them is that Flash Travel is stopped by intervening barriers, while Teleport is not.

The concept is simple: The caster is propelled at whatever speed is necessary to arrive at her destination in one second following a straight line from departure point to arrival point. The caster cannot enter a hex that is obstructed. Instead, she will be put to the nearest safe hex in front of the destination, if that hex is obstructed, or as near as possible. The spell will adjust her course to avoid obstacles if such redirection would not take her off the original line by more than 10 degrees . It will travel up to 1% of the total distance (rounding to the nearest yd) off course before dumping the caster off at that location.

The spell will include any current spells she has cast (flight, freedom, etc) to help the caster deal with obstacles. The caster will arrive at the chosen destination without any difficulty or danger. No protection is afforded once the spell has ended, only during travel.

Dragon Age

A CONSTITUTION (Stamina) roll is required to remain standing after a Flash Travel (due to the massive inertia gained and then suddenly lost) at a penalty based on actual distance traveled, not the intended distance. This is in addition to any modifiers for facing, position, advantages, etc, as given by the GM.

Duration: 1 second

Cost:

Range Cost Target
Within 10 hexes 3 10
11-20 hexes 4 11
20-100 hexes 5 12
101-500 hexes 6 13
501 hexes to 1.99 miles 7 14
2 to 9.99 miles 8 15
10 to 99.99 miles 9 16
100 to 999.99 miles 10 17

+1 Cost and TN per 10x distance

Prerequisites: Magic 2+

Dungeon World

When you cast the Flash Travel spell, or use a Flash Travel item, roll+INT+distance. On 10+, you end up right where you want to be, as long as there are no barriers to stop you. 7-9, you are off course a little, and are put in a bit of a spot. on a miss, the spell fails and you are Stunned. -1 ongoing until you can recover for a few moments.

When you travel by the spell Flash Travel, roll+CON modified by the table below, to remain standing (due to the massive inertia gained and then suddenly lost) at a penalty based on actual distance traveled, not the intended distance. This is in addition to any modifiers for facing, position, advantages, etc, as given by the GM. On a 10+, you remain standing and can act immediately. 7-9, you are stunned for a moment, and have a -1 forward., on a miss, you have -1 ongoing until you get a moment to rest and recover.

Duration: 1 second

Cost

Range Roll+CON Cast Modifier
Reach +2 +2
Close +1 +1
Near 0 0
Far -1 -1
As far as you can see -2 -2

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Flash Travel

The Revenge of the Elves ChrisColbath ChrisColbath