Freezing Teleport

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Freezing Teleport (Major) by Stone Gargoyle

When the hero teleports, he is surrounded by an area of extreme cold which generates an ice sphere around him, providing protection as he passes through the realm of elemental ice.

1. Teleport:

Range: 100 feet per level
Duration: 2 melee attacks/actions
Weight Limit: Self and up to 50 ponds per level, though anything not impervious to cold and freezing will take 5d6 damage. Objects will become brittle enough to shatter from 35 points of damage for 1d4 melee rounds, while people and animals will be made immobile due to numbness, their faces freezing their mouth shut so they will only be able to mumble, and their eyes will be frozen shut, making them blind (-10 to all combat moves) for 1d4+1 melee rounds.
Number of Teleports per melee round: The character can teleport twice per melee round, counts as 2 melee attacks/actions
Chance of Successful Teleport: 01-80%. An unsuccessful teleport leaves the hero stuck in the realm of elemental ice before returning to the point of teleport upon the next melee round.

2. Lingering: Due to the nature of this kind of teleport, the character spends 3 seconds in the realm of elemental ice, passengers suffering the effects above. The hero himself is immune to the effects of extreme cold and freezing. Due to the extreme cold, victims dragged in with the character to suffer an additional 1d6 damage from shock upon return to warmer climates if forced to linger longer than three seconds, as in the case of an unsuccessful teleport. This can be prevented by wearing cold weather clothing. There is also a 01-20% chance of victims unprotected from the cold suffering the effects of frostbite, in which case medical attention will be required to return the victim back to health.

3. Ice Sphere: A sphere of ice is created just before teleport, appearing the action before the teleport occurs and remaining until it melts. An ice sphere also appears at the destination point but shatters following the hero's arrival, blasting ice at surrounding targets (GMs may wish to allow the shattering effect at the departure point upon a successful teleport as well, though this is strictly up to the GM).

Natural AR: The ice sphere has a Natural AR of 12 against attack and 2d4X10 SDC, with a diameter of 10 feet, +2 feet per level
Duration: The sphere forms 1 melee round prior to teleport at both the departure and destination points, The one at the departure point remains until it melts (within 2d4 melee rounds), but the one at the destination shatters upon arrival.
Damage: The ice sphere explodes to inflict 6d6 damage to all targets within 20 feet of the outside of the sphere. anyone caught within the sphere when it forms takes damage from the effects of cold.

Note that the teleport transports all within the sphere so long as within the weight limitations of the teleport. The character can perform no other actions after engaging the sphere and initiating the teleport.