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
Related Organizations

Resurgo

Flash Travel

3-level Conjuration

Casting Time: 1 Bonus Action
Range/Area: Touch
Components: V,S
Duration: Instant
You can spend an action to Teleport† yourself and up to a heavy load to any place within line of sight (LOS). Alternately, you may Teleport† a touched willing creature and their carried equipment instead of yourself.   You must have line of sight to your destination and you will travel in a straight line to the target. If there is anything obstructing your path, you can move 5' to the left or right to avoid it, as long as you can immediately return to the original path once you have passed it. This would allow you to Flash Travel through a forest if you could see an opening on the other side and the trees were not larger, but not past a closed door or an object more than 10' wide without additional magic to bypass those obstacles. You will abruptly stop in front of the obstacle should you not be able to get past it.   Any spells on you that are in effect when you cast Flash Travel will affect line of sight and will create new ways to travel. For example, Fly will allow you to flash to anywhere within line of sight that you could fly to. It is common to cast Fly on yourself, go very high into the air, and then Flash Travel much further than normal, as this increases LOS.   Effects of Flash Travel The nausea of a Flash Travel gets more intense the farther you go. You must make a Constitution check at disadvantage each time you Flash Travel. The first success removes disadvantage for the next check, the second success adds advantage to the next check. If you succeed with a DC 25 on any check, you will never have to make the check again. Otherwise, once you succeed 3 times, you will not have to roll again, as you are accustomed to the nausea.   The DC increases the further you Flash Travel. A failure means you are poisoned for 1 round per point failed. If you fail by 5 or more, you are stunned & poisoned for 1 round per point failed.   NOTE: This is not actual poison, but the effects are the same. Any effect that will cure poison will remove the effects of Flash Travel nausea.   Distance Modifiers
Distance DC
Close (60') 10
Medium (300') 14
Long (2000') 18
Extreme (LOS) 22
 Teleport Effects In Zyos   All Teleport effects are actually Flash Travel effects unless the caster learns the variant of the spell that allows teleportation. That is only taught by the wizard’s guild, and must be granted special permission to learn, as it carries danger to cast. Unless you have explicitly given them this training, assume a caster is using Flash Travel for all Teleportation effects.   Once learned, they may actually Teleport and bypass the physical distance between points. A caster is assumed to be using Flash Travel, unless they explicitly choose to Teleport, due to habit and safety. Any attempt to Teleport incurs at least one penalty die, depending on the distance, familiarity with the location, and other factors until you learn to control it.
At higher levels: Every level above 3rd, you may take one additional person on the trip with you. You may also activate this spell on someone up to 10' away from you per slot above 3rd.
Available for: Any