11.6 Astromancy

PIC

Transport creatures and objects instantly through space.

Special Rules: Many abilities from this mystic sphere cause creatures or objects to teleport. Unless otherwise specified, teleporation requires line of sight, line of effect, and an unoccupied destination on stable ground. For details, see Teleportation.

flicker: Some spells from this sphere can cause creatures or objects to very briefly teleport to other locations. This is called flickering. If the space occupied by a flickered target is occupied or otherwise inaccessible when it returns, it instead reappears in the closest available open space. Flickering works even if the target is not on stable ground.

When a creature or object flickers, it returns at the end of your current turn unless the ability specifies a different duration. That means that you can’t make any additional attacks against it during your turn. If one of your allies takes a turn after you, they will be able to attack the flickered target normally, since it will have returned by then.

If the target cannot be teleported, the flicker fails. This also prevents effects that trigger when it returns, such as the damage from the planar jaunt – astral plane spell.

11.6.1 Cantrips

Translocate Object

Standard action

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Choose one Tiny or smaller unattended object within Medium (60 ft.) range. It teleports into your hand or into an unoccupied location within the same range.

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A tankard of ale disappears from the counter, appearing directly in your hand. The barkeep frowns, about to say something, before a gold coin suddenly appears in the tankard’s place.

11.6.2 Rank 1 Spells

Blink

Standard action

Tags: Swift

Rank 1

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All attacks against you this round have a 20% failure chance. In addition, you gain a +2 bonus to all defenses. This ability has the Swift tag, so it protects you from attacks during the current phase.

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You jump into the Astral Plane the instant before a sword slashes through the space you left behind.

Phasestep

Standard action

Tags: Attune

Rank 1

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When you move using one of your movement speeds, you can move through creatures freely. This does not allow you to move through inanimate objects. You must still end your movement in an unoccupied space. If you are not able to move normally, such as if you are grappled, this spell does not help you.

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You augment your body with the ability to travel short distances through the Astral Plane to reach your destination.

Planar Jaunt Plane of Fire

Standard action

Tags: Fire

Rank 1

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Make an attack vs. Mental against something within Short (30 ft.) range.

Hit: The target flickers to the Plane of Fire. When it returns, you deal it 1d4 damage + half power. During your next action, the target takes 1d4 damage + half power again.

Critical hit: All instances of damage are doubled, not just the initial damage.

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The damage increases by 1 for each rank beyond 1.

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Your foe disappears for a second into the Plane of Fire, where it bursts into flame.

Splicing Grasp

Standard action

Rank 1

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You must have a free hand to cast this spell.

Make an attack vs. Mental against a creature you touch.

Hit: 1d10 damage + half power. If the target is Large or smaller, you may teleport it up to 15 feet.

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The damage increases by 1d6 for each rank beyond 1.

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Your touch makes your foe disappear. Most of it reappears intact elsewhere, but something important - and painful - was lost in transit.

Translocation

Standard action

Rank 1

Cost: You can increase your fatigue level by one to make this ability Swift. If you do, you can only target yourself with it.

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Choose either yourself or one unattended object or ally within Medium (60 ft.) range. If you choose something other than yourself, it must be Medium or smaller. The target teleports up to 30 feet.

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One by one, you teleport your allies across the chasm. The orcs tracking you will never be able to follow your trail now.

Transposition

Standard action

Rank 1

Cost: You can increase your fatigue level by one to make this ability Swift.

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Choose two creatures from among yourself and your Medium or smaller allies within Medium (60 ft.) range. Both targets must be within Short (30 ft.) range of each other. The number of targets affected by this spell cannot by modified by abilities.

Each target teleports into the other’s location. If the teleportation is invalid for either target, it fails for both targets.

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As your enemies drew close to you, they expected you to panic and run. When you were unexpectedly replaced by a raging barbarian, they briefly discovered how wrong they were.

11.6.3 Rank 2 Spells

Astral Refuge

Minor action

Rank 2

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Choose yourself or one Medium or smaller ally or unattended object within Medium (60 ft.) range. You flicker the target into a random safe location in the Astral Plane. When you cast this spell, you choose how many rounds the target spends in the Astral Plane, up to a maximum of five rounds. It returns at the end of the last round.

Dimension Walk

Standard action

Tags: Attune

Rank 2

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Once per phase, you can teleport horizontally instead of moving using your walk speed. Teleporting a given distance costs movement equal to that distance. If this teleportation fails for any reason, you still expend that movement.

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Why would you walk when you can teleport?

Distant Spells

Standard action

Tags: Attune

Rank 2

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You gain a +15 foot enhancement bonus to the range of all of your ranged spells. This does not affect spells that do not have a range listed in feet.

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By channeling your spells through the Astral Plane, you can reach foes that are farther away than would normally be possible.

Instant Retrieval

Standard action

Tags: Attune

Rank 2

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As a minor action, you can teleport one of your items into your free hand. This can teleport items from your backpack, or other storage devices worn closely on your body such as weapon sheathes, as long as you are touching the outside of that storage (including though clothing or armor). Conjuring a shield in this way does not automatically strap it to your arm, so you must still spend the normal action to don it (see Table 9.8: Donning Armor).

Planar Jaunt Astral Plane

Standard action

Rank 2

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Make an attack vs. Mental against something within Long (90 ft.) range.

Hit: The target flickers to the Astral Plane. When it returns, it takes 1d6 damage + half power.

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The damage increases by 2 for each rank beyond 2.

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Your foe disappears for a second into the Astral Plane. Though its destination is peaceful, the rough transit is jarring by itself.

11.6.4 Rank 3 Spells

Astral Instability

Standard action

Tags: Attune

Rank 3

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At the start of each phase, you may flicker to a random unoccupied location in the Astral Plane. You do not return until the end of the round. After you flicker in this way, you briefly cannot flicker with this ability again.

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Armor and shields can offer some protection, but true defensive mastery comes from not being hit at all. Few people send themselves to another plane just to avoid danger, but it’s a virtually unbeatable defense.

Astral Rupture

Standard action

Rank 3

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Make an attack vs. Reflex and Mental against all enemies within a Small (15 ft.) radius from you.

Hit: 1d8 damage + power.

Miss: Half damage.

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The damage increases by 1d6 for each rank beyond 3.

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Your foes are caught by a sudden rift that shunts them painfully through dimensions.

Hostile Translocation

Standard action

Rank 3

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Make an attack vs. Mental against one Large or smaller creature within Medium (60 ft.) range.

Hit: You teleport the target up to 30 feet.

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The attack’s accuracy increases by +1 for each rank beyond 3.

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You teleport your foe across the chasm. The orc will never be able to reach you now.

Phasing Blade

Standard action

Tags: Attune

Rank 3

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Whenever you make a strike, your weapon or projectile can pass through a single physical obstacle up to one foot thick on its way to the strike’s target. This can allow your attacks to ignore cover, or even attack through solid walls. It does not allow you to ignore armor, shields, or similar items carried or worn by the targets of your attacks.

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You augment your weapons with the ability to travel short distances through the Astral Plane to reach their targets.

Planar Jaunt Plane of Air

Standard action

Tags: Air

Rank 3

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Make an attack vs. Mental against up to two creatures within Long (90 ft.) range that each have a weight category of Medium or lighter.

Hit: If the target is injured, you fling it up to 15 feet upwards or horizontally (see Fling Effects). Moving it upwards costs twice the normal movement cost. Each target of this spell must be knocked back in the same direction.

You can leave the target midair after the fling, which usually makes it unsteady (-2 accuracy, Armor, Brawn, Ref). It normally falls at the end of the round, potentially causing it to take falling damage (see Falling Damage).

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The attack’s accuracy increases by +1 for each rank beyond 3.

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Your foes disappear for a second into the Plane of Air, where they are knocked flying by powerful winds.

Silent Translocation

Standard action

Rank 3

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This spell functions like the translocation spell, except that this spell has no verbal components. In addition, the target’s departure and arrival with this spell are silent.

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One by one, you teleport your allies into hidden vantage points overlooking your enemies. It took some effort to convince the dwarven paladin to try a surprise attack, but the results will be worth it.

Tactical Translocation

Standard action

Tags: Attune

Rank 3

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Once per round, when you would make a melee strike or use an ability that requires touch on a creature other than yourself, you can first teleport up to 10 feet. Your destination must be adjacent to the target.

Twinned Portals

Standard action

Tags: Sustain (attuneable, minor)

Rank 3

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Choose two unoccupied squares on stable ground within Long (90 ft.) range. A shimmering portal appears in each of the two squares. Each portal appears as an opaque colored disc five feet in diameter.

Once per phase, when a Medium or smaller creature or object touches the portal in its square, it passes through that portal. If it does, it teleports to the portal in the other chosen square, regardless of line of sight or line of effect between the two portals. Objects maintain their speed when passing through the portal, but moving objects have an unpredictable trajectory, so shooting projectiles through a portal is ineffective.

If multiple creatures attempt to pass through the portals simultaneously, they roll initiative to determine the first creature into the portal. A creature that attempts to pass through the portal in a phase where the portal was already activated stops its movement in the square with the portal.

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You create a pair of portals that allow instant passage from one to the other.

11.6.5 Rank 4 Spells

Banishment

Standard action

Rank 4

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Make an attack vs. Mental against up to three Large or smaller creatures within Medium (60 ft.) range. You gain a +2 accuracy bonus against planeforged creatures.

Hit: If the target is injured, it flickers to a random safe place in the Astral Plane. It does not return until the end of the next round. After it returns, it becomes immune to flickering in this way until it finishes a short rest.

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The attack’s accuracy increases by +1 for each rank beyond 4.

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The dire wolf about to eat your allies disappears with an audible pop. If they run quickly, they can escape before it returns.

Dimension Door

Standard action

Rank 4

Cost: You can increase your fatigue level by one to make this ability Swift.

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You teleport to an unoccupied destination on a stable surface within 300 feet of you. You must clearly visualize the destination’s appearance and have an approximate knowledge of its direction and distance from you. However, you do not need line of sight or line of effect to your destination.

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You were invited into this throne room once, while the old king still lived. Now, you can return whenever you want, no matter how many guards and locks the usurper tries to deploy against you.

Greater Phasestep

Standard action

Tags: Attune

Rank 4

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This spell functions like the phasestep spell, except that you can also move through mundane, inanimate objects that are no more than six inches thick.

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You augment your body with the ability to travel through the Astral Plane to reach your destination.

Hostile Transposition

Standard action

Rank 4

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Make an attack vs. Mental against two Large or smaller creatures within Medium (60 ft.) range. Both targets must be within Short (30 ft.) range of each other. The number of targets affected by this spell cannot by modified by abilities.

Hit: If you hit both targets, they each teleport into each other’s location. If the teleportation is invalid for either target, it fails for both targets.

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The attack’s accuracy increases by +1 for each rank beyond 4.

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The cultists were confident that they were safe behind their defensive wall of zombies. When one of their number was unexpectedly replaced by a raging barbarian, they briefly discovered how wrong they were.

Phasing Spells

Standard action

Tags: Attune

Rank 4

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When determining whether you have line of effect to a particular location with spells, you can ignore a single physical obstacle up to one foot thick. This can allow you to cast spells through solid walls, though it does not grant you the ability to see through the wall.

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You augment your spells with the ability to travel short distances through the Astral Plane to reach their targets.

Planar Jaunt Plane of Earth

Standard action

Tags: Earth

Rank 4

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Make an attack vs. Mental against all enemies in a Small (15 ft.) radius within Short (30 ft.) range.

Hit: The target flickers to the Plane of Earth. When it returns, it is briefly slowed (-10 speed, -2 Armor and Ref).

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The attack’s accuracy increases by +1 for each rank beyond 4.

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Your foes disappear for a second into the Plane of Earth. When they return, they are encumbered by the weight of earth.

11.6.6 Rank 5 Spells

Dimensional Jitter

Standard action

Tags: Attune

Rank 5

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At the end of each phase, you may choose to teleport 10 feet horizontally in a random direction.

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The squad of furious orcs rush up to you again, ready to strike, but you teleport away from them just before their greataxes reach you. Will they ever learn?

Distant Translocation

Standard action

Rank 5

Cost: You can increase your fatigue level by one to make this ability Swift. If you do, you can only target yourself with it.

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This spell functions like the translocation spell, except that the range increases to Distant (120 ft.) range, and the teleportation distance increases to 60 feet.

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One by one, you teleport your allies across the chasm. The orcs tracking you will never be able to follow your trail now.

Giant Transposition

Standard action

Rank 5

Cost: You can increase your fatigue level by one to make this ability Swift.

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This spell functions like the transposition spell, except that the maximum size increases to Huge.

Mass Phasing Blade

Standard action

Tags: Attune (target)

Rank 5

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This spell functions like the phasing blade spell, except that it affects up to five creatures of your choice from among yourself and your allies within Medium (60 ft.) range.

Persistent Astral Rupture

Standard action

Tags: Sustain (attuneable, minor)

Rank 5

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You create a chaotic planar rupture in a Small (15 ft.) radius zone within Short (30 ft.) range. When you cast this spell, and during each of your subsequent actions, make an attack vs. Mental against all creatures in the area.

Hit: 1d10 damage + half power.

Miss: Half damage.

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The damage increases by 1d6 for each rank beyond 5.

Planar Jaunt Plane of Water

Standard action

Tags: Water

Rank 5

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Make an attack vs. Mental against something within Medium (60 ft.) range. You gain a +2 accuracy bonus if the target needs to breathe and cannot breathe water.

Hit: The target flickers to the Plane of Water. When it returns, it you deal it 1d6 damage per 2 power.

Injury: The target becomes unable to breathe air as a condition. It can remove this condition by making a difficulty value 10 Constitution check as a standard action.

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The damage increases by 1d6 for each rank beyond 5.

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Your foe disappears for a second into the Plane of Water, where it suddenly begins drowning.

11.6.7 Rank 6 Spells

Distant Splicing Grasp

Standard action

Rank 6

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You must have a free hand to cast this spell.

Make an attack vs. Mental against a creature you touch.

Hit: 1d10 damage plus 1d10 per 2 power. If the target is Huge or smaller, you teleport it up to 30 feet.

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The damage increases by 2d10 for each rank beyond 6.

Giant Translocation

Standard action

Rank 6

Cost: You can increase your fatigue level by one to make this ability Swift. If you do, you can only target yourself with it.

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This spell functions like the translocation spell, except that the maximum size increases to Huge.

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One by one, you teleport your allies across the chasm. The orcs tracking you will never be able to follow your trail now.

Giant Twinned Portals

Standard action

Tags: Sustain (attuneable, minor)

Rank 6

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This spell functions like the twinned portals spell, except that the portals are 20 feet in diameter, and the maximum size of creatures or objects passing through the portal increases to Huge.

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You create a pair of gigantic portals that allow instant passage from one to the other.

Greater Distant Spells

Standard action

Tags: Attune (deep)

Rank 6

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You gain a +60 foot enhancement bonus to the range of all of your ranged spells. This does not affect spells that do not have a range listed in feet.

Massive Astral Rupture

Standard action

Rank 6

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Make an attack vs. Reflex and Mental against all enemies within a Medium (30 ft.) radius from you.

Hit: 1d8 damage plus 1d8 per 2 power.

Miss: Half damage.

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The damage increases by 2d8 for each rank beyond 6.

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Your foes are caught by a sudden massive rift that shunts them painfully through dimensions.

Planar Jaunt Myriad

Standard action

Tags: Air, Cold, Earth, Electricity, Fire, Water

Rank 6

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Make an attack vs. Mental against something within Medium (60 ft.) range. The target must be impervious or immune to all of this spell’s tags to be impervous or immune to this attack.

Hit: The target flickers to a random assortment of planes. When it returns, it takes 1d6 damage plus 1d6 per 2 power.

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The damage increases by 2d6 for each rank beyond 6.

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Your foe briefly teleports through a number of planes in a rapid sequence. No matter what its weaknesses are, one of those planes probably held the key.

11.6.8 Rank 7 Spells

Banishing Grasp

Standard action

Rank 7

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You must have a free hand to cast this spell.

Make an attack vs. Mental against a creature you touch. You gain a +2 accuracy bonus against planeforged creatures.

Hit: The target flickers to a random safe place in the Astral Plane. It does not return until the end of the next round. After it returns, it becomes immune to flickering in this way until it finishes a short rest.

Growing Astral Rupture

Standard action

Tags: Sustain (attuneable, standard)

Rank 7

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You create a chaotic planar rupture at a location within Long (90 ft.) range. Its area increases over time. It affects a Medium (30 ft.) radius zone in the first round, a Large (60 ft.) radius in the second round, and a Huge (90 ft.) radius in all subsequent rounds. Any effect which increases or changes this spell’s area affects all of its areas equally, not just the area in the first round. When you cast this spell, and during each of your subsequent actions, make an attack vs. Mental against all creatures in the area.

Hit: 1d6 damage per 2 power.

Miss: Half damage.

Intense Hostile Translocation

Standard action

Rank 7

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Make an attack vs. Mental against one creature within Medium (60 ft.) range.

Hit: If the target is Large or smaller and is injured, you teleport it up to 60 feet.

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You teleport your foe across the chasm. The ogre will never be able to reach you now.

Planar Jaunt Eternal Void

Standard action

Rank 7

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Make an attack vs. Mental against something within Medium (60 ft.) range.

Hit: The target flickers to the Eternal Void. When it returns, you deal it 1d8 damage plus 1d8 per 2 power, and it is briefly stunned (-2 defenses).

Injury: The target becomes stunned (-2 defenses) as a condition.

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Your foe briefly teleports into the Eternal Void. The distance of the journey, combined with the bizarre destination, is deeply unsettling.

Rapid Twinned Portals

Standard action

Tags: Sustain (attuneable, minor)

Rank 7

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This spell functions like the twinned portals spell, except that the portals function any number of times per phase intead of only once per phase.

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You create a pair of portals that allow instant passage from one to the other.