Campaign of the Month: January 2015
Skies of Glass
- Level: Red/Blue or White/Blue 3
- Components: V, S, F (a tiny well-made hourglass worth 50 gp; see text)
- Casting Time: 1 standard action
- Range: Personal
- Effect: 20-ft. radius emanation
- Duration: 1 minute/level
- Saving Throw: None
- Spell Resistance: Yes
The arcane words that activate this spell linger in the air for a moment. As they fade from your hearing, you become more aware of both your surroundings and the possibility of intrusion.
The caster is surrounded with an invisible aura that anticipates and delays the teleportation of any creature into the spell’s area. Any teleportation spell or effect (including all spells with the teleportation descriptor) can be anticipated, making the caster instantly aware of the exact location where the teleporting creature will arrive (subject to the restrictions below), the creature’s size, and how many other creatures (and their sizes) are arriving with the teleporting creature. The spell also delays the arrival of the teleporting creature by around 1 round, so that it arrives on its initiative count immediately before its next turn. If the caster is not already in combat, this warning starts combat, with the caster getting a surprise round (1 standard action) and the teleporting creature arriving on its initiative count on the first turn. The caster may act or ready actions as normal during this time. The caster may spend a standard action to relay this information to all nearby that can see and hear him, allowing them to similarly act during this surprise round or otherwise perform or ready actions (poor conditions or a cluttered environment may require Perception checks or other checks at GM discretion). The teleporting creature does not perceive this delay.
Since a teleporting creature doesn’t necessarily arrive at the precise location it intends, the spell also functions against a creature that arrives in range even though its intended destination was elsewhere.
The spell has no effect on creatures attempting to teleport away from the spell’s area, although if their destination is within the area, the spell will affect their reentry as normal.
The focus for this spell must be carried or worn by the caster while this spell is in effect. Dropping or otherwise losing this focus immediately ends the spell.