Group Teleport
Ability Type: Spell, Difficulty 22+
Provided By: Teleportation
Spell Type: Astral, Teleportation
Form: Aura
Function: Teleport
Power Cost: 1 to 6, Overcharge
Duration: Fleeting
Notes: Ritual (3 turns per Power), Refusable
Functioning as a kind of halfway house between Teleportation and conventional Gate Magic, Group Teleport instantly transports a number of targets (which may or may not include the caster) to a remote destination. Group Teleport suffers from worse range than Teleport itself and is both slower and more difficult to cast.
By default Group Teleport can transport up to six targets at once, but this limit can be increased at the cost of upping the spell's Difficulty – with each extra target increasing it by one. All targets must be at least partially within the spell's Affected Volume in order to be transported. If one or more targets refuse the spell then they are left behind, but the spell affects its other targets as normal.
Jump Bandwidth: 6 spirits, creatures or enchanted objects, +1 per extra point of difficulty
Affected Volume: Sphere with radius of 1/3m x Power
Maximun Level of Interplanar Jump: 1 x Power
Quick Jump Range: Power squared x 20m
Extended Jump Range (requires Astral Beacon at destination): Power squared x 2km
Departure Point Beacon Duration: 1 hour x Power
Arrival Point Beacon Duration (when creating own beacon): 1 hour x Power