Aspect Codex
Teleportation
Teleportation is an imported aspect from the Jericha Aspect Data sheet. Its full lore and named powers can be expanded here as the canon text is added.
What This Aspect Does
Teleportation defines a character's supernatural focus, training profile, resource model, and power family. This page is structured so each separate power can become its own linked entry instead of being buried inside a character sheet.
Power Links
Blink Strike
You teleport up to 10 ft. to an unoccupied space you can see, then make one weapon attack against one creature within your reach. If you teleport before making the attack, the attack deals force damage instead of its normal damage type. You may bring objects you are wearing or carrying, but you cannot bring another creature.
Jumper
After moving at least half your speed on your turn, you teleport up to the remainder of your speed to an unoccupied space you can see. This teleportation cannot move you farther than your remaining movement would allow. You may bring objects you are wearing or carrying, but you cannot bring another creature.
Short Blink
Teleport up to 20 ft. to an unoccupied space you can see. You may bring objects you are wearing or carrying, but you cannot bring another creature.
Spatial Shove
Choose one creature you can see within range. The target must make a CON save, though it can choose to fail. On a failed save, teleport the target up to 10 ft. to an unoccupied space you can see within range. The destination must be on a surface or in a liquid that can support the target without squeezing. If the target is unwilling and appears adjacent to a creature, object, or surface, it takes 7 (2d6) force damage from the unstable arrival.
Rift Cut
Open a thin spatial tear against one creature you can see within range. Make a ranged power attack against the target. On a hit, the target takes 7 (2d6) slashing damage as folded space cuts across it.
Momentary Exile
Choose one creature you can see within range. The target must make a CHA save. On a failed save, it flickers out of space until the start of your next turn. While exiled this way, it is not on the battlefield, cannot act, and cannot be targeted. It returns to the space it left or the nearest unoccupied space. On a successful save, nothing happens.
Misty Step
Briefly surrounded by silvery mist, teleport up to 30 ft. to an unoccupied space you can see.
Vortex Warp
Magically twist space around another creature you can see within range. The target must make a CON save, though it can choose to fail. On a failed save, it is teleported to an unoccupied space you can see within range. The chosen space must be on a surface or in a liquid that can support the target without squeezing.
Rift Slash
Open a thin spatial tear in a 15-ft. long, 5-ft. wide line originating from you. Each creature in the line must make a DEX save, taking 13 (3d8) slashing damage on a failed save, or half as much on a success. This damage ignores half cover as the cut passes through folded space.
Flicker
When you are hit by an attack, briefly teleport out of alignment. Roll 1d8 and reduce the triggering damage by the result + your spellcasting ability modifier. If this reduces the damage to 0, you may teleport up to 10 ft. to an unoccupied space you can see.
Blink Assault
You teleport up to 30 ft. to an unoccupied space you can see, then make one weapon attack against one creature within your reach. On a hit, the attack deals its normal damage plus 13 (3d8) force damage. If you teleported at least 20 ft. before the attack, you have advantage on the attack roll.
Spatial Swap
Choose two creatures you can see within range. Each target must be willing, or an unwilling target must make a CON save. If both targets are willing or fail their saves, they teleport and exchange spaces. Each destination must be able to support the arriving creature without squeezing. An unwilling creature that fails the save takes 13 (3d8) force damage from the spatial inversion.
Portal Eye
Open an invisible pinhole portal at a point you can see within range. For the duration, you can see and hear from that point as though you occupied it. As a bonus action, you may move the portal up to 30 ft. to another point you can see within range. The portal is too small for objects, attacks, or powers to pass through.
Vanishing Snare
Choose one creature you can see within range. The target must make a CHA save. On a failed save, it flickers out of space until the start of your next turn. When it returns, it takes 10 (3d6) force damage and its speed is reduced by half until the end of that turn. On a successful save, it takes half damage and is not exiled.
Dimension Door
Teleport to a location within range that you can see, visualize, or describe by distance and direction. You can also teleport one willing creature within 5 ft. of you to a space within 5 ft. of your destination. If you or a creature traveling with you would arrive in an occupied space or one completely filled by objects, each traveler takes 4d6 force damage and the teleportation fails.
Banishment
One creature you can see within range must make a CHA save or be transported to a harmless demiplane for the duration. While there, it is incapacitated. When the effect ends, it reappears where it left or in the nearest unoccupied space. If the target is an Aberration, Celestial, Elemental, Fey, or Fiend and the effect lasts the full minute, it does not return and is instead transported to a random location on a plane associated with its type.
Rift Rend
Open a jagged spatial tear around one creature you can see within range. The target must make a DEX save, taking 27 (6d8) slashing damage on a failed save, or half as much on a success. If the target was teleported by you since the start of your last turn, it has disadvantage on this save.
Displacing Guard
When a creature you can see within range is hit by an attack, briefly fold space around it. The target teleports up to 15 ft. to an unoccupied space you can see, and the triggering attack deals half damage. If this teleport moves the target outside the attack’s reach or range, the attack misses instead.
Far Step
Teleport up to 60 ft. to an unoccupied space you can see. On each of your turns before the effect ends, you can use a bonus action to teleport this way again.
Teleportation Circle
Draw a 5-ft. radius circle on the ground inscribed with sigils linking your location to a permanent teleportation circle on the same plane whose sigil sequence you know. A shimmering portal opens within the circle and remains open until the end of your next turn. Any creature that enters the portal appears within 5 ft. of the destination circle or the nearest unoccupied space. Casting this power in the same location every day for 365 days creates a permanent teleportation circle.
Steel Wind Strike
Vanish and strike like the wind through folded space. Choose up to five creatures you can see within range. Make a melee power attack against each target. On a hit, a target takes 6d10 force damage. You then teleport to an unoccupied space you can see within 5 ft. of one of the targets.
Vortex Slam
Choose one creature you can see within range. The target must make a CON save, though it can choose to fail. On a failed save, you teleport it up to 60 ft. to an unoccupied space you can see within range. If the target appears adjacent to a creature, object, surface, or hazard, it takes 33 (6d10) force damage and falls prone. On a successful save, it takes half damage and is not teleported.
Scatter
The air quivers around up to five creatures of your choice that you can see within range. An unwilling creature must make a WIS save to resist. Each affected target is teleported to an unoccupied space on the ground or floor that you can see within 120 ft. of you.
Word of Recall
You and up to five willing creatures within 5 ft. of you instantly teleport to a previously designated sanctuary. All travelers appear in the nearest unoccupied space to the spot designated when the sanctuary was prepared. If you have not first designated a sanctuary by using this power there, it has no effect.
Rift Maze
Create a 30-ft. radius field of unstable portals centered on a point you can see within range. The area is difficult terrain. When a creature enters the area for the first time on a turn or starts its turn there, it must make a CHA save. On a failed save, it takes 22 (4d10) force damage and you teleport it up to 20 ft. to an unoccupied space you can see within the area. On a success, it takes half damage and is not teleported.
Dimensional Lock
Choose one creature you can see within range. The target must make a CHA save. On a failed save, it is anchored to its current plane and location for the duration. While anchored, it cannot teleport, be teleported, enter extradimensional spaces, or benefit from powers that move it between planes. At the end of each of its turns, it repeats the save, ending the effect on a success.
Plane Shift
You and up to eight willing creatures who link hands are transported to a different plane of existence. You can specify a destination in general terms and arrive in or near it, or if you know the sigil sequence of a teleportation circle on another plane, you can arrive at that circle. If the circle is too small, travelers appear in the nearest unoccupied spaces.
Teleport
Instantly transport yourself and up to eight willing creatures you can see within range, or one Large or smaller unattended object, to a destination on the same plane known to you. Arrival accuracy depends on your familiarity with the destination: you may arrive on target, off target, in a similar area, or suffer a mishap that deals 3d10 force damage and requires rerolling.
Phase Assault
You teleport up to 60 ft. to an unoccupied space you can see, then make up to three weapon attacks against creatures within your reach. You may teleport up to 10 ft. between each attack. Each hit deals an extra 9 (2d8) force damage.
Dimensional Trap
Choose one creature you can see within range. The target must make a CHA save. On a failed save, it is trapped in a folding pocket of space. While trapped, its speed is 0, it cannot teleport, and the first time each turn it makes an attack roll or uses a power, it takes 18 (4d8) force damage. At the end of each of its turns, it repeats the save, ending the effect on a success.
Maze
Choose one creature you can see within range. The target is banished into a labyrinthine demiplane for the duration. While there, it is incapacitated and cannot affect or be affected by the original plane. At the end of each of its turns, it may make an INT save. On a success, it escapes and returns to the space it left or the nearest unoccupied space.
Spatial Rift
Create a 30-ft. radius rift field centered on a point within range. The area is difficult terrain. When a creature starts its turn in the area or enters it for the first time on a turn, it must make a CON save. On a failed save, it takes 36 (8d8) force damage and you may teleport it up to 30 ft. to an unoccupied space you can see within the field. On a success, it takes half damage and is not teleported.
Portal Network
Create up to four linked portals on surfaces you can see within range. Each portal is up to 10 ft. wide. For the duration, a creature can enter one portal and exit another portal of your choice by spending 5 ft. of movement. A creature can pass through the network only once per turn. Hostile creatures entering a portal must make a CHA save; on a success, they may refuse the passage.
Unstable Arrival
When a creature you can see within range teleports, appears from extradimensional space, or is teleported by one of your powers, you destabilize its arrival. The target must make a CON save. On a failed save, it takes 45 (10d8) force damage and is knocked prone. On a successful save, it takes half damage and is not knocked prone.
Gate
Open a portal to a precise location on another plane of existence. The portal is a circular opening up to 20 ft. in diameter. Any creature or object entering the portal appears at the destination. You may name one specific creature you know when you use this power. If that creature is on another plane and is not protected from planar travel, the portal opens near it and draws it through to the nearest unoccupied space on your side of the gate unless it succeeds on a CHA save.
Mass Teleport
Choose yourself and up to twelve willing creatures you can see within range. You teleport all chosen creatures to a destination on the same plane that you know, can visualize, or can describe by distance and direction. If the destination is uncertain, the GM determines whether you arrive on target, off target, in a similar area, or suffer a mishap.
Rift Cataclysm
Choose a point you can see within range. Space tears open in a 40-ft. radius sphere centered there. Each creature in the area must make a CON save, taking 70 (20d6) force damage on a failed save, or half as much on a success. On a failed save, you may also teleport the creature to an unoccupied space you can see within 60 ft. of the area.
Exile Army
Choose up to six creatures you can see within range. Each target must make a CHA save. On a failed save, it is banished to a harmless demiplane for the duration. While banished, it is incapacitated and cannot affect or be affected by the original plane. At the end of each of its turns, it repeats the save, returning on a success.
Omnipresent Step
For the duration, you may teleport up to 60 ft. to an unoccupied space you can see at the start of each of your turns and once as a reaction each round when you are targeted by an attack or power. After you teleport this way, your next weapon attack or Teleportation power before the end of that turn deals an extra 22 (4d10) force damage. You may bring objects you are wearing or carrying, but you cannot bring another creature.
Spatial Dominion
Space bends around you. When you use this power, and as a bonus action on each of your turns for the duration, choose up to three creatures you can see within the emanation. Each unwilling target must make a CON save. On a failed save, you teleport it up to 60 ft. to an unoccupied space you can see within the emanation. If a target appears adjacent to a creature, object, or surface, it takes 22 (4d10) force damage from spatial impact. A willing target may choose to fail.
Worldgate
Open a stable two-way portal linking your space to a permanent teleportation circle, a location you know well, or a location on the same plane that you can name and visualize. The portal is up to 20 ft. in diameter and remains open for the duration. Any creature or object that enters one side exits the other. If the destination is blocked, warded, or not valid, the power fails without opening the gate.
Omnipresence
Declare a mythic act of impossible presence, passage, escape, exile, or arrival. Define its principle with the GM: be everywhere a door opens, arrive before the killing blow, evacuate a doomed city, seal an invading host beyond the world, or open the one gate no prison can contain. It can be opposed only by Tier 10 teleportation, divine intervention, or a story condition set when declared.
Characters With This Aspect
Dynamite
Dallas Dalton
Dallas Dalton, known as Dynamite, was raised in a close-knit community where loyalty meant survival and family meant everything. When her mother, K’Zhara Flamehand, was taken by powerful men, Dallas carried the loss like a live coal. Now a fire djinni barbarian with the Pink Pony Girls and Kickassery Inc., she brings teleportation, rage, and stubborn devotion to every fight. With her Highland cow Flynn at her side and a broken pocket watch in her pocket, Dallas never starts trouble—she just makes sure it ends.
Gemini ♂
Alexi B’Praghus
Alexi B’Praghus, marked as Gemini ♂, is the other half of the B’Praghus twins and a Lawful Evil sorcerer aligned with EVILS. Where Alexa turns confidence into defense and social control, Alexi turns space itself into an escape route, weapon, and tactical advantage. His Bodygate power lets him fold short distances around himself, slipping through danger or repositioning allies and threats with unsettling precision. In noble rooms he appears as another privileged heir; in battle he is harder to pin down than a rumor. Yet whispers suggest his certainty falters when separated from Alexa, as if Gemini was never meant to stand alone.
Sister Whiskers
Sister Whiskers
Sister Whiskers is a roadside merchant dealing in cursed or Krampus-tinged wares near the road to Aleklot’s Rest. Cheerful enough to sell trouble and quick enough to escape it, she treats danger as inventory.
Heathcliff
Heathcliff
Heathcliff is a teleporting giant rat from the hidden master path beneath Aleklot’s Rest. Easily frightened but strangely useful, he teleports with whoever he treats as his current master.