Princesses & Pioneers — Telemancer

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Telemancer

Another wizard! Story time: Last year from about February to July, I played in Type1Ninja’s GLOG campaign as a homebrew teleportation wizard, or Telemancer. ???, alias Lisamarie Chardonnay, was a fancy, cheerful, fabulous, and somewhat obsessive woman who dressed in all pink and had a practically infinite bag of glitter that took up an inventory slot. In-universe, she was the one and only Telemancer, because she was so fancy she invented a school of magic. So in honor of her, here’s my adaptation of the Telemancer.

image

(Two pictures of Ms. Chardonnay, before and after she got some gear and I tried harder on the drawing. Glitter not shown.)

Perk: Your spells are silent and do not compromise stealth. You automatically avoid teleporting things inside of other things.

Drawback: Can’t cast in small spaces. The smallest dimension of the area you’re in can’t be smaller than 20’ (cantrips are fine).

Drawback is the same, but I nerfed the perk so Telemancers aren’t better at sneak attacking than Thieves. You’ll have to multiclass for that ;)

Cantrips

  1. Teleport an item you could fit in your hand up to 5’ (range 20’). If it’s being worn or carried by another creature, they must make a Sen* check to notice.
  2. Teleport yourself up to 1’. 
  3. Judge a distance between two points you can see accurately.

*From my GLOG hack, Princesses & Pillagers. Use Wis.

No changes here. Cantrips are pretty useful for dungeon delving.

Mishaps

  1. MD only return to your pool on a 1-2 for 24 hours.
  2. Take 1d6 damage.
  3. Random mutation for 1d6 rounds, then Save. Permanent if you fail.
  4. The next thing you focus on teleports directly to you (range 30’). 
  5. Trapped in interdimensional space, as banishment, for 1d6 rounds.
  6. For 24 hours, when you try to pick something up, Save or it teleports out of your hand.

Changed #5 to fit with the spells I added, and switched #6 to a Save.

Dooms

  1. For 24 hours, you must Save to avoid teleporting things inside of other things.
  2. Trapped in interdimensional space, as banishment, for a day.
  3. Teleport constantly. You must Save to remain in a single location for longer than a few seconds, otherwise you flit around the world, never staying long enough to observe or do anything.

This doom can be avoided by circumnavigating the world without teleporting, or by creating a permanent portal between two faraway locations.

Gave the dooms a bit more variety and made the “permanent portals” flavor a quest instead of an emblem spell.

Spell List

(Only spells #6 and #8 are mine this time)

1. Blink
R: [dice]x30’ T: creature or object D: instant 
Teleport target to a location you can see within range. Unwilling creatures get a Save to resist. If you invest 3 or more [dice], you can target creatures or objects larger than a human, or objects being worn or carried.

Combined the self-teleport and other-teleport spells to make a general-purpose teleport.

2. Swap
R: [dice]x45’ T: self and creature D: instant
Switch places with another creature you can see by teleporting.

Better range than Blink, but limited targets.

3. Visit
R: [dice]x30’ T: self D: 4-[dice] rounds
Teleport to a location you can see within range, then teleport back when the spell ends.

Good for scouting and hit-and-run attacks, but only works on yourself.

4. Mind Tether
R: touch T: creature D: [sum] rounds 
Pick an item the target is carrying. When the target throws or otherwise loses this item, it will teleport back into its hand or pocket at the start of the next round.

Temporarily turn your weapons into Riptide from Percy Jackson!

5. Blinkstep
R: touch T: creature D: [sum] rounds 
Target teleports with every step, doubling its normal movement and gaining a +[dice] bonus to Defense.

6. Hammerspace
R: touch T: objects D: [sum] hours
Store objects taking up no more than [dice] inventory slots in interdimensional space. You can retrieve or stow any one of these items as a free action.

Extra inventory at the cost of a spell, good for protecting high-value items.

7. Telerend
R: 50’ T: creature D: instant 
Attempt to teleport separate parts of the target apart, dealing [sum] damage, Save for half. On a failed Save, the target also loses [dice] limbs.

8. Banishment
R: 50’ T: creature or object D: concentration or [sum] rounds
Target must Save or be trapped in interdimensional space, effectively not existing. When the spell ends, it reappears as close to its original location as possible.

5e Banishment is a fun spell, and I thought it was appropriate for a wizard who manipulates the spatial dimensions to ensnare others in them.

9. Portal
R: 50’ T: 2 surfaces D: [sum] minutes
Make a portal no larger than a [dice]’ radius circle between 2 surfaces that are within range or that you have touched in the last minute, allowing anything smaller than the portal to pass through. Pressure doesn’t push fluids through the portal.

This is pretty strong, but the size limitations and surface requirements should hopefully prevent it from being too overpowered.

10. All Things Adjacent
R: none T: self D: [sum] rounds
You are adjacent to all things within your line of sight. However, you are affected as if you were in every location at once, and anything interacts with you as if it was adjacent to you. You do not suffer multiple effects from the same hazard (even though you are standing in all parts of a wall of fire, you only take its damage once). Obviously, casting this spell within sight of the sun is instantly fatal.

Again, this spell felt well under the purview of dimensional manipulation.

11. Journey
R: [dice]x30 miles T: self D: instant
Teleport to a location you can name on a map or describe within range. The spell fizzles if you name a location that doesn’t exist, or can’t describe adequately (no logic, only descriptions). “Chicago” or “the farm twenty miles south of here” are valid locations, but “the nearest library containing a Scroll of Fireball” is not. After casting this spell, you cannot cast it again for 24-[sum] hours.

Bumped this up to an emblem spell since long-distance teleportation is pretty powerful. This can combine with Portal in interesting ways.

12. Time Jump
R: 10’ T: self D: [sum] minutes
Teleport yourself through time, causing a copy of you with the same current HP and MD to appear within range. When the spell ends, one of you disappears. If either of you die before the spell ends, a swarm of paradox angels show up to eliminate the other you and any witnesses.

A buffed version of the Chronomancer’s Helping Hand. Yes, it stacks. Have fun.

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