![]() Objects on the edge of the area must be fully enveloped by the area of effect, or they will not be teleported. The spell does not move worked terrain, and the area will be shunted off 200 ft to the nearest empty space and deal 1d6 damage to all teleported objects and creatures for each 200 ft it is shunted. In fact, unworked natural terrain is switched out between the teleport departure and arrival destinations, such as moving a hemisphere of farmland into a desert (with a hemisphere of desert appearing where the farmland once was) in order to not disrupt buildings and alter the terrain when moved. The new location must be capable of supporting the moved mass, so you can't teleport in mid air (but you can teleport to mid air in a zero gravity environment) unless all creatures and structures are capable of flying in the air. ![]() Creatures, objects, structures, and terrain are all moved as per greater teleport to another location. A glowing rune appears around the teleport arrival and destination during this time. Teleportation is both long and obvious, taking 1 round casting time per 200 ft radius to be teleported. You are able to teleport a large area of land, usually used for moving entire armies, vehicles, and towns from one place to the next. The area around the sphere wavers and melts, and suddenly the landscape is somewhere else. A large glowing magic rune appears on the ground in the radius of the spell.
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