NWoD Mage the Awakening Spell Teleportation

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Teleportation: Space 4 (MtA p.241)

Practice: Patterning

Action: Instant

Duration: Lasting

Aspect: Vulgar

Cost: 1 Mana

Rote Pools: Mysterium Rote: Intelligence + Occult + Space

Silver Ladder Rote: Presence + Occult + Space

Description: The mage can traverse space without moving, all without the need to open a Portal (MtA p. 238). Through use of this spell, which is invaluable to spies, couriers, fighters and just about anyone else who has reason to get to (or away from) somewhere in a hurry, mages get where they need to be, no matter how distant from where they are. As with creating a Portal, the wise mage first scrys his destination. Sometimes there is no time for such caution, however, and the willworker must simply hope that wherever he’s going is better than where he is.

The mage must have a sympathetic connection to his destination. The weaker the sympathetic connection, the more penalties his spellcasting roll suffers (see “Sympathetic Spells,” MtA p. 114). A location that he is currently scrying is a Known sympathetic connection (–4). He can teleport himself, his familiar (if he has one) and anything he wears or carries (provided it’s not too large; he needs one extra success per Size rating above 3). Cast conjunctionally with Spirit 4, this spell can teleport the user across the Gauntlet.

GMC Rules

Any rulings that are added - such as spells being converted into conditions, or providing conditions - can be detailed here. If there are no such things to be added, this section can be removed.

House Rules

Chronicle 1

House rules for Chronicle 1 go here. If there are none to speak of, delete this section. If there are multiple chronicles with different house rules, simply replicate this section (everything from ===Chronicle 1=== and onward) for each chronicle.


(this is going to eventually be a bunch of links. For now, just hop back to the Spells page. DO NOT EDIT THIS SECTION.)