Teuvel'Khilat - Teleport

From House of Khilat

Dates: -8,406 to - DR (years)

Powers

Teleport

The blade can be thrown, either like a spear or like a throwing knife, and will travel up to 300’, blinking randomly as it travels, up to 7 times in the same round. It will blink to bypass allies and strike enemies, even changing targets mid-throw. It can bypass normal and magical barriers including walls and shields, but must have at least 1 foot of space to materialize and hit, as it cannot materialize inside solid matter.

The blade can teleport itself at will to its owner at any time and from any distance, even in mid-throw or when held by another. 

The sword can materialize in any open space within 30' of its wielder without any chance of error so long as the wielder can see or feel the desired destination. Most often the blade teleports directly to the wielder's hand, and a warrior specialized in swordplay can even complete an attack when the sword materializes mid-swing.

Every departure will leave a puff of translucent swirling purple shadow in the area previously occupied, with approximately the same shape and size. If only the sword teleports, the puff will be an ellipsoid slightly larger than the length of the blade. The wielder and his gear will leave a slightly larger humanoid shadow in its place. Each puff always dissipates in one round, with the possibility of multiple lingering puffs due to blinking and teleport actions within the round.

Teleport without Error

Three times per week, the blade can teleport its wielder. When the owner has the blade in hand, he can teleport without error with the sword, including interplanar travel with standard chance of error based on the wielder's knowledge of the destination. The owner can teleport anywhere on the current plane when the blade is within 30'. The wielder can be accompanied by up to 1700 lbs of additional weight, including other travelers and their associated gear, so long as all creatures are in physical contact with each other and the wielder. The blade need not accompany the wielder when teleporting on the current plane, easily following the owner in subsequent rounds, but it would be unusual for the blade to leave its owner undefended. The wielder can use the first two teleport spells as desired, but the blade always reserves the final teleport for emergency as detailed below.

Emergency Teleport



In case of the imminent death of its wielder, the sword will teleport the wielder to safety, unless the wielder specifically overrides the action to complete a final heroic act. The wielder my attempt to choose the destination, but the sword may override that choice in favor of a safe location of its choosing, as detailed below.

In the case of the unexpected death of the wielder, the sword will teleport itself and the wielder's body to a safe location. If they can be safely gathered, family heirlooms and personal effects will be included.

If the body has been disintegrated or is otherwise beyond the reach of the sword, it will attempt to return home by teleporting to a safe location as detailed below. Such action is usually immediate, but always within 24 hours of separation from its owner when it will fall lifeless until claimed by a new owner.

The third and final teleport, with or without the wielder, will always be to a major Khilat family residence, with a preference for the location of the next designated heir to the blade. If a safe place under control of the House of Khilat is not available on the current plane of existence, then the sword will teleport to a safe location with the following order of preference: family members of the House of Khilat or its Septs, allies of the house, creatures friendly to elves or, as a last resort, a place free of enemies.

Travel Boost

The wielder and allies within 30' of the blade using teleporting type magic such as blink, dimension door, teleport, shadow walk, ect. find that their magic is enhanced. Only one aspect of the magic is enhanced in the following order of precedence:

  • Chance of error during transport on the current plane is eliminated. Random destinations are eliminated, allowing selection of destination.
  • Maximum distance allowed by the spell is doubled.
  • Additional capacity, such as weight limit or number of creatures allowed to accompany is doubled.

Boosted travel also leaves the tell tale sign of a puff of purple shadow.

Portal Influence

The sword can alter teleportation portals, devices and traps that the wielder activates. It has a 50% chance to override the destination.

The wielder will know in advance if a permanent portal has been redirected due to purple shadows interacting with the portal's magic. All creatures using the portal will arrive at the wielder's desired location. The portal remain set to the specified location until the wielder relinquishing control, attempts to set a new destination with 50% chance of success, or moves more than 30' from the portal, including passing through to a distant location.

Devices and traps that trigger a teleportation can be influenced at the instant magic affects the wielder, and all other targets traveling with the wielder will go to the same destination. Any subsequent trigger evens will reset the destination to its previous location.

Shadow Sword

At will, the sword can become sheathed in shadow similar to Shaundakul's Shadow Sword spell. The blade becomes non-reflective and easily concealed in the shadows. The sheath of darkness immediately surrounding the blade has patterns of swirls and eddies.

While sheathed in shadows, the sword gains +1 to hit and damage against ogres, trolls, goblinkin, giantkin and giants.

Against undead creatures, the shadow sword is +2 to hit and damage.


Interactions

  • Moonblade - Moonfire cancels the Shadow Sword power.
  • Dancing - The sword can blink in any direction up to 10', once per round while being thrown, flying or dancing.
  • Flame Tongue - Flames and Sunshine cancels the Shadow Sword power.

Appearance

Rune

Travel - on back.

Feature

A thin spine of black adamantium runs up the center of the blade, starting just above the family symbol, running through the center of the broad fuller and extending to the very tip to form a pointed needle like punch. The base of the spine is set with a rainbow colored iridescent rogue stone that shows on both sides of the blade. The sharp tip of the spine is covered in a coating of glittering fine diamond dust. 


Rite

Lord Feyfalcon had an adamantium dirk with a rogue stone pommel forged. He travelled to a dozen shrines to Shaundakul seeking a blessing from the Windwalkers by having them cast Shadow Sword while holding the dirk, and casting it himself when a suitable priest was not available. He took the dirk to Shaundakul's Throne in a Myth Drannor and cast Wind Blast to seek the god's favor. The Helping Hand appeared above the throne, accepted the offering of the dirk, and blessed the moonblade as Lord Feyfalcon empowered the blade with a portion of his spirit.