Flash Travel
Flash Travel is a similar spell to Teleport. It allows the caster to travel vast distances in a short time, just like Teleport. The difference between them is that Flash Travel is stopped by intervening barriers, while Teleport is not. It is commonly called "Flashing" by those familiar with it.
Effect
Flash Travel instantly moves the subject to another chosen location in a straight line, stopping in front of anything that would stop the subject if walking. The farther away the target spot is, the more energy is required, and the greater the skill penalty, just as for Teleport. However, only a critical failure will cause issues with a Flash Travel, and they are never fatal. At worst, you would travel in a straight line in the wrong direction until you encounter an obstacle, but this spell will not directly harm you. Where you end up after a failure? Not the spell's fault, as it had no idea where you wanted to go.
Additionally, any effect that the subject has is transferred into the Flash Travel, if possible. If you could fly (in any way) at the time of the casting, you can Flash in any direction you could fly. If you cast Walk Through Earth and then Flash Travel, you could Flash right through mountains if you know how far to go!
Side/Secondary Effects
A test of stamina is required to remain standing after a Flash Travel (due to the massive inertia gained and then suddenly lost) at a penalty based on actual distance traveled, not the intended distance. This is in addition to any modifiers for facing, position, advantages, etc, as given by the GM. If the spell was stopped because of an obstacle, increase the penalty on the test to remain standing.
The vertigo generated by the spell can be quite strong for long travel and for new travelers. Many use items for the travel that will help to compensate for this vertigo, but the only way to get used to it is to Flash Travel over and over again until your stomach gets used to it. However, a critical failure on your first Flash Travel will give you permanent Flash Sickness. This is a new Quirk for the character (see sidebar).
Manifestation
A flash of color from the point of origin to the destination will persist for the duration of the spell, i.e., and instant. Additional effects can be added, such as a popping noise or a silencing of the effect. A ripple in the air nearby will always be felt from the rush of space being emptied or filled, but the sound and light can be masked by a clever wizard.
Source
Any source can power a flash travel, but it is often used with powerstones or from a dedicated flash travel item.
Discovery
The spell was invented by Resurgo , and gifted to the Elves to help them travel about the world faster. The Elves then taught it to everyone else. The original scroll, and most variations, are stored in the House of Secrets Library.
Flash Sickness (Quirk)
You will never get used to Flash Travel, as it almost always makes you sick and all rolls to resist it at a penalty unless cured or mitigated. You cannot Flash voluntarily without making a Will Roll. You will simply refuse to allow it and the spell will fail. You may repeat the will roll, but it will get harder the more times you have to roll. A critical failure on any Will roll will stop the need for future rolls. Until the situation changes significantly, you will not Flash Travel.
Related Deity/Higher Power
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