Overly complicated conditions may cause the spell to fail entirely. You select this option and the conditions at the time you cast the spell. A DC 27 Knowledge (arcana) allows such a creature to recognize the teleport trap’s presence, but does not reveal the trap’s linked destination.Īt your discretion, the teleport trap can exclude a category of creatures, such as an alignment, a type of creature, or creatures that carry a specific item or know a password (though this only works if the creature is teleporting out of the area, not into it). A teleporting creature that is affected by a teleport trap can resist the effect with a Will save-if the save is successful, the creature simply doesn’t teleport at all (but the use of the teleport effect is still consumed)-either to the intended location or the teleport trap’s actual destination. The spell’s area overlaps walls and other solid and liquid objects (preventing intruders from bypassing the ward by teleporting into a wall or through similar means). The destination must be an open space on a solid surface. ![]() Teleport trap wards an area, redirecting all teleportation into or out of the area to a specific point within the area determined by you at the time of casting. Saving Throw Will negates Spell Resistance yes School abjuration Level sorcerer/wizard 7 Subdomain trap 7Ĭomponents V, S, M (powdered lodestones and silver worth 100 gp per 40-ft.
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