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Portal Jump

School: Conjuration (Teleportation)

Tier: 5

Casting

Casting Time: 1 Standard Action

Range: Medium (100 ft. + 10 ft./CL)

Effect

Target: 5-ft. square within range

Duration: 1 round/CL

Saving Throw: None

Spell Resistance: No

Description

As a standard action, you conjure a portal in the target location. The portal must appear in an open square, unobstructed by objects or creatures. For the duration of the spell, you may jump to the portal as an Immediate Action when an attack roll is made against you, or when you are subject to a hostile effect which requires a Reflex save, such as a Fireball. Doing so causes you to completely avoid such effects, until you are pulled back to your original location at the beginning of your next turn. Until the beginning of your next turn, you are considered to occupy the square of the portal instead.

Jumping to the portal does not provoke an Attack of Opportunity, but emerging from the portal does. This means that if enemy A rolls an attack against you at your initial location, and there is also enemy B at the location of the portal, you do not provoke from enemy A, but you do provoke from enemy B.

You must be within range of the spell (Medium) to use the portal. Jumping to the portal lowers its remaining duration by 1 round.

Paradigm shift time!