Fool's Teleport
IllusionIllusion spells deceive the senses or minds of others. They cause people to see things that are not there, not see things that are there, hear phantom noises, or remember things that never happened. ( GlamerA glamer spell changes a subject's sensory qualities, making it look, feel, taste, smell, or sound like something else, or even seem to disappear.)
Available to
- Casting Time
- 1 standard actionMost spells take 1 standard action; others list 1 round, 1 minute, or more, or use a swift or immediate action.Full rule on Archives of Nethys ↗
- Components
- VV (Verbal): A spoken incantation; you must be able to speak in a strong voice. A silence effect or a gag spoils it, and being deafened risks failure.Full rule on Archives of Nethys ↗
- Range
- personal and touchHow far the spell reaches. Close = 25 ft + 5 ft/2 levels; Medium = 100 ft + 10 ft/level; Long = 400 ft + 40 ft/level. Personal = yourself; Touch = a creature or object you touch.Full rule on Archives of Nethys ↗
- Target
- you and other touched willing creaturesHow the spell is aimed: a Target (specific creatures or objects), an Effect it creates (e.g. a wall or a summoned creature), or an Area shape (burst, cone, line, and so on). Some areas are shapeable. "Target or Area" means the spell uses either, at your choice.Full rule on Archives of Nethys ↗
- Duration
- 1 minute/levelHow long it lasts. Instantaneous resolves at once; Concentration lasts while you keep focusing; Permanent lasts until dispelled. A trailing "(D)" means you can dismiss it as a standard action.Full rule on Archives of Nethys ↗
- Saving Throw
- Will negates (harmless), see textIf a save is allowed, the target rolls Fortitude, Reflex, or Will: the result negates, gives partial, half, or no effect. "harmless" lets a willing target decline. Save DC = 10 + spell level + your casting ability modifier.Full rule on Archives of Nethys ↗
- Spell Resistance
- noWhether a creature's spell resistance can block the spell (Yes/No). For "harmless" spells a willing creature may lower its SR to be affected.Full rule on Archives of Nethys ↗
This spell instantly renders you unseen as per invisibility, but creates a visual and auditory display that makes it appear as if you had teleported away. You can affect one additional Medium or smaller creature or its equivalent per 3 caster levels (a Large creature counts as two Medium creatures, a Huge creature counts as four Medium creatures, and so forth). All creatures to be affected must be in contact with one another, and at least one of those creatures must be in contact with you.
If a viewer identifies the spell with a successful Spellcraft check, she can attempt an immediate Will saving throw as if interacting with an illusion. With a successful Will save, the observer can correctly identify fool’s teleport for what it is; otherwise, she perceives the spell to be dimension door, teleport, or similar conjuration magic. A successful Will save doesn’t negate the invisibility.
If a viewer identifies the spell with a successful Spellcraft check, she can attempt an immediate Will saving throw as if interacting with an illusion. With a successful Will save, the observer can correctly identify fool’s teleport for what it is; otherwise, she perceives the spell to be dimension door, teleport, or similar conjuration magic. A successful Will save doesn’t negate the invisibility.