Chase
Conjuration (Teleportation)
Level: Sor/Wiz 7
Components: V
Casting Time: 1 standard action
Range: Personal and touch
Target: You and touched objects or other touched willing creatures
Duration: Instantaneous
Saving Throw: No and Will negates (object)
Spell Resistance: No and Yes (object)

This spell works against teleportations as mundane as Dimension Door and as exotic as a Dryad's ability to teleport to her home tree.

You must stand within five feet of the last position of the teleporter while casting the spell. It fails under three conditions. First, it cannot track someone who teleported away more than five rounds ago. Second, it cannot be used to follow someone who has teleported to another plane or dimension (such as with Plane Shift, Ethereal Jaunt, Shadow Walk, or Maze). Finally, the teleporter to be chased may make a will save vs. a DC of 15 + the teleportation spell's level (power level + 2 if psionic, 0 if the teleportation was a supernatural ability, -5 if it was an extraordinary ability) + your intelligence modifier + 5 if the teleportation went awry and the teleporter ended up somewhere he didn't intend. If this save is successful, then the teleporter did not leave enough cross-dimentional ruptures for Chase to track. The teleporter may voluntarily fail this save if he is aware that someone will be tracking him and he wishes the other to follow.

You can bring along objects as long as their weight doesn't exceed your maximum load. You may also bring one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load) or its equivalent (see below) per three caster levels. A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth. All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you. As with all spells where the range is personal and the target is you, you need not make a saving throw, nor is spell resistance applicable to you. Only objects held or in use (attended) by another person receive saving throws and spell resistance.

If the spell is successful, then you (and any other targets) are instantly teleported, in a manner similar to Teleport, by rolling d% on the table below. There is no limit to how far away you can teleport.

Rounds Ago Mishap Similar Area Off Target On Target
1 01 02-03 04-100
2 01 02-03 04-06 07-100
3 01-02 03-06 07-12 13-100
4 01-04 05-12 13-24 25-100
5 01-08 09-24 25-48 49-100

On Target: You appear where the previous teleporter ended up.

Off Target: You appear safely a random distance away, and in a random direction, from where the previous teleporter ended up. Distance off target is 100% - d% of the distance that was to be traveled. The direction off target is determined randomly.

Similar Area: You wind up in an area that's visually or thematically similar to where the previous teleporter ended up. Generally, you appear in the closest similar place on the same plane. If no such area exists within 100 miles per your caster level, the spell simply fails instead.

Mishap: You and anyone else teleporting with you have gotten "scrambled." You each take 1d10 points of damage, and you reroll on the chart to see where you wind up. Each time Mishap comes up, the characters take more damage and must reroll.

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