Fiery Teleport
Fiery Teleport (Major) by Stone Gargoyle
When the hero teleports, he appears to be surrounded in a ball of flame and passes through the plane of elemental fire.
1. Teleportation:
- Range: 100 feet per level
- Duration: Instant
- Weight Limit: Self and up to 50 lbs per level, though anything not impervious to flame will ignite, taking 5d6 damage.
- Number per melee round: Twice per melee round, uses two melee attacks/actions
- Chances of Successful Teleport: As per Teleport power (p. 295 HU2 rule book)
- Results of Unsuccessful Teleport: Lingers a moment in the realm of elemental fire before returning to the departure point upon the next melee round.
2. Lingering: Due to the nature of this type of teleport, the character spends 3 seconds (1 melee attack/action) in the realm of elemental fire. All equipment and clothing of a combustible nature will suffer 5d6 damage from fire, as will any passengers. The hero is himself impervious to the effects of fire and heat,
3. Flame Sphere: A sphere of flame surrounds the hero during teleport, beginning the action before the teleport occurs and remaining one action after (total of 3 actions) at both the departure point and destination point.
- Size of Sphere: 10 foot diameter, +2 feet per level
- Damage: 3d6 +1d6 per level of experience to anything struck by the sphere when it forms, with a 30% chance of igniting combustible materials, doing an additional 1d6 fire damage for 1d4 melee rounds or until extinguished.
Note that the hero can perform no other actions after engaging the sphere. If attempting a dodge once the sphere has engages, any materials inside the sphere will teleport but the character will not, the teleport being centered in the core of the sphere.