BLINK
Keywords:
BLINK
Category:
magic:spell
Syntax: cast blink <direction>
A little spell of chaotic transfer to brighten the day! When you want to move somewhere, and -move- there in the blink of an eye, you can just blink away. This does take concentration however, and just because you move in a blink, does not mean that you can blink and take another action in your turn. You need to determine which direction you're headed, but only destiny knows where's you'll stop. The further you travel, the more mana will be absorbed. Be careful not to blink too hard when next to a wall, tree, or other brute force *ouch*!
RP Combat Information:
Spell Type: Miscellaneous
Range: 30 feet
Attack Syntax: 1d20 [Check for Critical Failure]
Damage: See remarks
Damage Type: See remarks.
Remarks: Caster teleports into a random space within 30 feet of the direction specified. Roll dice 1d8 to determine what direction you travel in withh 1 being NW, 2 being N, 3 being NE, 4 being W, 5 being E, SW being 6, S being 7, and SE being 8. Then roll dice 1d30 to find out how far you travel in that direction, the number being how many feet. If you land in an occupied space, roll dice 1d10 to determine how much blunt IRV damage is taken. If this spell would take you through a wall, you take 5 damage without resistances and are repelled back 5 feet from it.
Note: No damage is dealt to the recipient on the other end of the blink spell, as the damage comes from a magical field propelling the caster backwards.