Githyanki Gish
Medium humanoid (gith)- Challenge
- STR
- 3
- DEX
- 2
- CON
- 2
- INT
- 2
- WIS
- 3
- CHA
- 3
- Soak
- 2
- Fort
- +5
- Ref
- +2
- Will
- +6
Ki. The githyanki gish uses Psionics (cha) to cast spells (spell save Difficulty 15, +6 to hit with spell attacks). It has 20 ki, a mana limit of 2, regains all expended ki when it finishes a long rest, and regains half its total ki when it finishes a short rest.
It knows the following spells, which it can cast by expending 2 ki for each mana that the spell costs:
Cantrips (at will, 13th-level spellcaster): catapult, floating object, minor telekinesis
1 mana: blur, hover, immovable object, inertial armor, invisibility, kinetic assault, kinetic barrier, kinetic bulwark, kinetic retort, kinetic shield, levitate, nondetection (self only), striding and springing, telekinesis, telekinetic charge, teleport, unburden, wall bind
2 mana: animate objects, inertial barrier, inertial wall, kinetic explosion, kinetic grasp, kinetic onslaught, stasis, tiny servant, touchsight
1/day: plane shift
Actions (2)
Longsword. Melee Weapon Attack: +6 to hit. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands, plus 13 (3d8) psychic damage.
Shortsword. Melee Weapon Attack: +6 to hit. Hit: 6 (1d6 + 3) piercing damage plus 13 (3d8) psychic damage.
Spells
As an action, choose one object weighing up to 2 kilos within 5 meters that isn’t being worn or carried. You can fling that object at creature or an object within 10 meters of the object. Make a ranged spell attack against the target.
On a hit, it takes 1d8 bludgeoning damage.
On a critical hit, it takes twice as much damage.
On a miss by 4 or less, it takes half as much damage.
The object itself takes the same amount of damage.
At higher levels
This spell’s damage increases by 1d8 and the maximum weight of objects that you can target with this spell increases when you reach 9th level (2d8; 5 kilos) and 17th level (3d8; 7 kilos).
1 hour
As an action, you can cause an object to float near you, remaining within 1 meter of you. The object must weigh no more than 2 kilos and must be no more than 1 meter in any dimension.
While the spell is active, you have some telekinetic control over the object, enough to flip the pages of a book, pluck the strings of a harp, or slowly move the object around you. The control does not allow enough force to be applied to make an attack with the object.
When the spell ends, the object slowly falls to the ground and takes no falling damage for falling 2 meters or less.
You can float one object at a time.
At higher levels
The maximum weight of an object that you can target with this spell increases when you reach 9th level (5 kilos) and 17th level (7 kilos).
1 minute
As an action, you can mentally lift and move an object at will from a distance, though the spell ends if the distance between you and the object exceeds 5 meters. You can also use an action to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, pour the contents out of a vial, stow one object in a container worn or carried by another creature, retrieve an object in a container worn or carried by another creature, use lock picks to pick locks or trap disarming tools to disarm traps at range. You can’t activate magic items or lift more than 2 kilos.
You can perform one of these tasks without being noticed by a creature if you succeed on a Stealth check contested by the creature’s Perception check.
At higher levels
The maximum weight of objects that you can target with this spell increases when you reach 9th level (5 kilos) and 17th level (7 kilos).
Blur
1 minute/mana
As an action, your body becomes blurred, shifting and wavering to all who can see you. For the duration, any creature has disadvantage on attacks made against you. An attacker is immune to this effect if it doesn’t rely on sight, as with blindsight, or can see through illusions, as with truesight.
Augment
You can expend 1 additional mana to cast the spell as a reaction, which you use when you are hit by an attack or missed by 4 or less. The attacker must make an additional roll and use the worst result and the duration changes to the end of your next turn.
1 hour/mana
As an action, you can hover off the ground for the duration. You can still move as normal, though you are suspended 2 centimeters above any solid surface surface. While hovering you gain the following benefits:
- You don’t leave footprints.
- You ignore difficult terrains and ground-based hazards like slippery ice, muddy terrain, quicksand, the grease spell, and caltrops.
- You have advantage on Stealth checks to move silently.
This effect ends if you are incapacitated.
Augment
You can target two additional willing creatures for each additional mana expended. The creatures must be within 5 meters of each other when you target them and must remain within 5 meters of you or they stop hovering.
1 hour/mana
As an action, you touch an object that you can touch or see, that isn’t being worn or carried by another creature, and that weighs no more than 5 kilos to cause it to become magically fixed in place. You, and the creatures you designate when you cast this spell, can move the object normally. You can also set a password that, when spoken within 1 meter of the object, suppresses this spell for 1 minute. If the object is fixed in the air, it can hold up to 1,800 kilos of weight. More weight causes the object to fall. A creature can use an action to make a Brawn check against your spell save Difficulty. On a success, the creature can move the object up to 2 meters.
Augment
You can expend 2 additional mana so the duration changes to 6 hours/mana, the Difficulty increases by 5, and it can hold up to 3,600 kilos of weight.
You can expend 4 additional mana so the spell lasts until dispelled, the Difficulty increases by 10, and it can hold up to 9,000 kilos of weight.
3 hours/mana
As an action, you touch a willing creature who isn’t wearing armor, and a protective field of force force surrounds it until the spell ends. The target’s Defense becomes 13 + half its Aptitude Bonus (min 1) + its Dexterity (max 4). The spell ends if the target dons armor or if you dismiss the spell on your turn (no action required). The force can be invisible or can appear as a colored glow, at your option.
concentration, 1 minute/mana
As an action, you become invisible for the duration. Anything you are wearing or carrying is invisible as long as it is on your person. The spell ends if you attack, throw a concoction, use a maneuver, or cast a spell.
Augment
Shared Invisibility. You can target two additional creatures or objects for each additional mana expended. The creatures and objects must be within 5 meters of each other when you target them.
Continued Invisibility. You can expend 1 additional mana to change the duration to 1 hour/mana.
Mislead. You can expend 1 additional mana to create an illusory double of yourself where you are standing when you turn invisible.
You can use an action to move your illusory double up to twice your speed and make it gesture, speak, and behave in whatever way you choose.
You can see through its eyes and hear through its ears as if you were located where it is. On each of your turns as an action, you can switch from using its senses to using your own, or back again. While you are using its senses, you are blinded and deafened in regard to your own surroundings.
Misty Escape. You can expend 1 additional mana to cast the spell as a reaction, which you use when you are hit by an attack or missed by 4 or less. Change the duration to instantaneous. You can turn invisible and teleport up to 10 meters to an unoccupied space you can see. You halve the attack’s damage against you. You remain invisible until the start of your next turn or until you attack or cast a spell.
Greater Invisibility. You can expend 3 additional mana so the spell does not end for a target that attacks, throws a concoction, uses a maneuver, or casts a spell.
As an action, you pummel a creature that you can touch or see within 20 meters with kinetic energy. The creature must make a Reflex saving throw.
On a failure, it takes 3d10 bludgeoning damage and is pushed 2 meters away from you if it is Medium or smaller.
On a critical failure, it takes twice as much damage and is pushed 4 meters away from you if it is Medium or smaller.
On a success, it takes half as much damage.
On a critical success, it takes no damage.
Augment
You can increase the damage by 3d10, push the creature an additional meter, and affect a creature of a larger size for each additional mana expended.
concentration, 5 minutes/mana
As an action, an invisible kinetic barrier appears and surrounds a creature that you can touch or see within 10 meters, granting it a +2 bonus to Defense for the duration.
Augment
You can target one additional creature for each additional mana expended, though the spell then must be cast as two actions. The creatures must be within 5 meters of each other when you target them.
concentration, 1 minute/mana
As an action, an invisible kinetic bulwark forms within a sphere twice as big as normal centered on you that moves with you. For the duration, The bulwark provides half cover from attacks and spells originating outside the bulwark.
As a reaction, which you use when you are hit by an attack or missed by 4 or less or taking bludgeoning damage, you absorb some of the incoming energy and redirect it as a burst of kinetic energy. You have resistance to bludgeoning damage until the start of your next turn, including against the triggering damage. If the creature who damaged you is within 10 meters, it must make a Reflex saving throw.
On a failure, it takes 2d10 bludgeoning damage and is pushed 2 meters away from you if it is Medium or smaller.
On a critical failure, it takes twice as much damage and is pushed 4 meters away from you if it is Medium or smaller.
On a success, it takes half as much damage.
On a critical success, it takes no damage.
Augment
You can increase the damage by 2d10, push the creature an additional meter, and affect a creature of a larger size for each additional mana expended.
As a reaction, which you use when you are hit by an attack or missed by 4 or less, an invisible kinetic shield appears and protects you. Roll a d4 and add the result to your Defense until the start of your next turn, including against the triggering attack. You can do so after the roll but before any effects of the roll occur.
Additionally, you have advantage on saving throws to avoid being pushed until the start of your next turn.
Augment
Telekinetic Shelter. You can expend 2 additional mana to instead become enclosed in telekinetic energy as the damage against you is halved. For 1 minute/mana or until you end this feature on your turn, you have resistance to all damage as the field of telekinetic energy slows attacks and spells. The dome does not move with you.
concentration, 5 minutes/mana
As an action, you raise your hands to the sky as you rise vertically, up to 5 meters, and remain suspended there for the duration.
You can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows you to move as if you were climbing. Once on your turn, you can change your altitude by up to 5 meters in either direction.
If you are still aloft when the effect ends, you descend 10 meters per round for 1 minute until you lands, which you do safely. If you can’t land after 1 minute, you fall the remaining distance.
Augment
You can target one additional willing creature or object within 10 meters for each additional mana expended. The creatures and objects must be within 5 meters of each other when you target them. The spell can levitate a Medium or smaller creature or objects that weighs up to 150 kilos. Once on your turn, you can change the altitude of a target within 10 meters by up to 5 meters in either direction. You can affect a creature of a larger size and an object that weighs 150 kilos more for each additional mana expended.
You can expend 1 additional mana to target a creature that you can touch or see within 10 meters. The creature must succeed on a Fortitude save or it is levitated, up to 5 meters, and remains suspended there for the duration. The spell can levitate a Medium or smaller creature. Once on your turn, you can change the altitude of a target within 10 meters by up to 5 meters in either direction. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. You can affect a creature of a larger size for each additional mana expended.
Fly. You can expend 1 additional mana and touch a willing creature so the creature gains a flying speed of 10 meters for the duration.
3 hours/mana
As an action, you hide yourself from divination magic. You can’t be targeted by any divination magic, perceived through magical scrying sensors, or detected by any locate spell.
Augment
You can expend 1 additional mana to hide two targets that you touch from divination magic. A target can be a willing creature or a place or an object no larger than 2 meters in any dimension. You can target one additional target for each additional mana expended.
Sequester. You can expend 1 additional mana and consume powder composed of diamond, emerald, ruby, and sapphire dust worth 5,000 sp to hide the target creature or object until the spell is dispelled. When you cast the spell and touch the target, it also becomes invisible.
If the target is a creature, it falls into a state of suspended animation. Time ceases to flow for it, and it doesn’t grow older.
You can set a condition for the spell to end early. The condition can be anything you choose, but it must occur or be visible within 2 kilometers of the target. Examples include “after 1,000 years” or “when the tarrasque awakens.” This spell also ends if the target takes any damage.
1 hour/mana
As an action, you touch a willing creature. The target’s speed increases by 2 meters and it has advantage on Athletics checks to jump until the spell ends.
Augment
You can target one additional creature for each additional mana expended. The creatures must be within 5 meters of each other when you target them.
concentration, 5 minutes/mana
As an action, you gain the ability to move or manipulate objects by thought. When you cast the spell, and as an action each round for the duration, you can exert your will on one object that you can touch or see within 10 meters. You can affect the same target round after round, or choose a new one at any time. If you switch targets, the prior target is no longer affected by the spell.
You can try to move an object that weighs up to 100 kilos. If the object isn’t being worn or carried, you automatically move it up to 5 meters in any direction, but not beyond the range of this spell.
If the object is worn or carried by a creature, you must make a skill check with your spellcasting skill contested by that creature’s Brawn check. If you succeed, you pull the object away from that creature and can move it up to 5 meters in any direction but not beyond the range of this spell.
You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial.
Augment
You can expend 1 additional mana so the maximum weight of objects that you can target with this spell increases by 150 kilos.
Telekinetic Grip. You can expend 1 additional mana to target a Medium or smaller creature instead of an object. An unwilling creature must make a Reflex saving throw to avoid the effect. If the creature fails, you move the creature up to 5 meters in any direction, including upward but not beyond the range of this spell. Until the end of your next turn, the creature is restrained in your telekinetic grip. A creature lifted upward is suspended in mid-air.
On subsequent turns, you can use an action to attempt to maintain your telekinetic grip on the creature, forcing it to make the saving throw.
Large. You can expend 2 additional mana to target a Large or smaller creature instead of an object.
Huge. You can expend 3 additional mana to target a Huge or smaller creature instead of an object.
As an action, you telekinetically launch as you fly just above the ground, allowing you to fly up to 5 meters. If you move at least 3 meters straight toward a creature, make a weapon attack against it.
On a hit, add 2d8 + your spellcasting ability to the attack’s damage roll.
On a critical hit, add twice as much damage.
On a miss by 4 or less, add half as much damage.
Augment
You can increase the damage by 3d8 for each additional mana expended.
As an action, you teleport up to 20 meters to an unoccupied space that you can see.
You can bring along objects you are touching that aren’t worn or carried by another creature as long as their weight doesn’t exceed what you can carry.
If you teleport 5 meters or less, make a weapon attack.
On a hit, add 1d8 + your spellcasting ability to the attack’s damage roll.
On a critical hit, add twice as much damage.
On a miss by 4 or less, add half as much damage.
Augment
You can teleport an additional 100 meters for each additional mana expended.
You can increase the damage by 3d8 for each additional mana expended.
Joint Teleport. You can bring two additional willing creatures you touch with you for each additional mana expended. The creatures must be within one size category of you, must not be encumbered, and must be within 1 meter of you when you cast this spell.
There and Back Again. You can expend 1 additional mana at the end of your turn to teleport back to the spot you occupied before teleporting, unless it is now occupied or on a different plane of existence.
Dimension Door. You can expend 1 additional mana to teleport up to 100 meters to a place you can see, a place you can visualize, or a place you can describe by stating distance and direction, such as “20 meters straight downward” or “upward to the northwest at a 45° angle, 100 meters.” If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 4d6 force damage, and the spell fails to teleport you.
Continuous Teleport. You can expend 2 additional mana to change the duration to 1 minute/mana and on each of your turns before the spell ends, you can use an action to teleport in this way again.
3 hours/mana
As an action, objects that you carry are buoyed by gusts of wind, gravitational forces, or telekinetic energy as your carrying capacity doubles.
Augment
You can expend 1 additional mana to target a willing creature you touch.
1 hour/mana
As an action, you bind yourself to walls. You gain a climbing speed equal to your walking speed for the duration.
Augment
You can expend 1 additional mana so you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free.
You can target one additional creature for each additional mana expended. You must touch each creature when you target them.
concentration, 5 minutes/mana
As two actions, objects come to life at your command. Choose three nonmagical objects within 20 meters that are not being worn or carried. Medium targets count as two objects, Large targets count as three objects, and Huge targets count as five objects. You can’t animate any object larger than Huge. Each target animates and becomes a creature under your control until the spell ends or until reduced to 0 health.
Any creature you animated with this spell acts after your turn. You can mentally command the creature if it is within 20 meters of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). The creature(s) will generally follow any specific verbal commands that you issue to them if the likely outcome is in accordance with its desires (no action required by you). For example you may command it to guard a particular chamber or corridor, explore the room ahead, or to attack a specific creature. If you don't issue any commands, they defend themselves from hostile creatures, but otherwise take no actions.
Animated Objects Statistics
Size | Health | Def | Damage | Str | Dex |
---|---|---|---|---|---|
Tiny | 20 | 16 | 1d4 + 2 | 6 | 14 |
Small | 25 | 16 | 1d6 + 1 | 8 | 12 |
Medium | 40 | 16 | 2d6 + 2 | 14 | 10 |
Large | 50 | 16 | 2d10 + 3 | 14 | 10 |
Huge | 80 | 16 | 3d10 + 4 | 16 | 6 |
An animated object is a construct with Defense, Health, Strength, and Dexterity determined by its size. When it attacks, make a melee spell attack in place of its attack. Its Constitution is 0, its Intelligence and Wisdom are −4, and its Charisma is −5. Its speed is 5 meters; if the object lacks legs or other appendages it can use for locomotion, it instead has a flying speed of 5 meters and can hover. If the object is securely attached to a surface or a larger object, such as a chain bolted to a wall, it is immobilized. It has blindsight with a radius of 5 meters and is blind beyond that distance. When the animated object drops to 0 health, it reverts to its original object form, and any remaining damage carries over to its original object form.
If you command an object to attack, it can make a single melee attack against a creature within 1 meter of it. It makes a slam attack with an attack bonus and bludgeoning damage determined by its size. The GM might rule that a specific object inflicts slashing or piercing damage based on its form.
Augment
You can animate two additional objects for each additional mana expended.
1 minute/mana
As two actions, you create a skin-tight kinetic barrier around yourself. You have resistance to nonmagical bludgeoning, piercing, and slashing damage from attacks for the duration.
Augment
You can expend 1 additional mana to target a creature that you can touch or see within 10 meters.
concentration, 5 minutes/mana
As two actions, an invisible wall of kinetic energy twice as big as normal springs into existence at a point within 20 meters that lasts for the duration. The wall can’t occupy the same space as a creature or object and doesn’t need to be vertical or rest on any firm foundation.
If a creature would be surrounded on all sides by the wall (or the wall and another solid surface), that creature can make a Reflex saving throw.
On a success, it can use its reaction to move up to its speed so that it is no longer enclosed by the wall.
The wall is weightless and 1 centimeter thick and each panel of the wall has 15 Defense, 100 Health, and is immune to bludgeoning, necrotic, piercing, poison, and slashing damage. Reducing a panel to 0 health destroys it and might cause connected panels to collapse at the GM’s discretion.
Nothing—not physical objects, energy, or other spell effects—can pass through the barrier, in or out, though a creature in a sphere can breathe there. A creature or object inside can’t be damaged by attacks or effects originating from the other side.
You can size the wall to be just large enough to contain the creature or object inside. A creature enclosed in a spherical wall can use an action to push against the sphere’s walls and thus roll the sphere at up to half the creature’s speed. Similarly, a spherical wall can be picked up and moved by other creatures.
A disintegrate spell targeting the wall destroys it without harming anything inside it.
Augment
You can expend 1 additional mana to change the duration to 1 hour/mana and a creature trapped inside the wall can’t leave it by nonmagical means. If the creature tries to use teleportation or interplanar travel to leave the wall, it must first make a Will saving throw.
On a success, the creature can use that magic to exit the cage.
On a failure, the creature can’t exit the cage and wastes the use of the spell or effect. The cage also extends into the Ethereal Plane, blocking ethereal travel.
As two actions, concussive kinetic energy explodes at a point within 20 meters. The explosion spreads around corners. Each creature in a sphere centered on that point must make a Fortitude saving throw.
On a failure, it takes 7d6 concussion damage and is pushed 3 meters away from the center of the sphere if it is Large or smaller.
On a critical failure, it takes twice as much damage and is pushed 6 meters away from the center of the sphere if it is Large or smaller.
On a success, it takes half as much damage.
On a critical success, it takes no damage.
Augment
You can increase the damage by 2d6, push each creature an additional meter, and affect a creature of a larger size for each additional mana expended.
1 minute/mana
As two actions, you kinetically grasp and squeeze creatures.
When you cast the spell—and once on on each of your turns thereafter as an action—a creature that you can touch or see within 10 meters and cause one of the following effects.
Crush. Make a melee spell attack against the target.
On a hit, it takes 4d8 bludgeoning damage and its speed is reduced by 3 meters until the end of its next turn.
On a critical hit, it takes twice as much damage and its speed is reduced by 6 meters until the end of its next turn.
On a miss by 4 or less, it takes half as much damage.
Push. The creature must make a Reflex saving throw.
On a failure, it takes 4d8 bludgeoning damage and is pushed 3 meters away from you if it is Medium or smaller.
On a critical failure, it takes twice as much damage and is pushed 6 meters away from you if it is Medium or smaller.
On a success, it takes half as much damage.
On a critical success, it takes no damage.
Grasp. The creature must make a Reflex saving throw.
On a failure, it takes 3d8 bludgeoning damage and is grappled by the claw if it is Medium or smaller.
On a critical failure, it takes twice as much damage.
On a success, it takes half as much damage.
On a critical success, it takes no damage.
Interpose. You focus the kinetic energy to interpose itself between you and a creature. The kinetic energy stays between you and the creature, providing you with half cover against the creature. The creature can’t move through the energy’s space unless it succeeds on a Reflex saving throw.
Augment
You can increase the damage by 2d8, reduce the creature’s speed by an additional meter for the crush option, push the creature an additional meter for the push option, and affect a creature of a larger size for each additional mana expended.
concentration, 5 minutes/mana
As two actions, you direct wave after wave of concussive kinetic energy in a sphere centered on a point within 20 meters. The sphere spreads around corners and remains for the duration. A creature that enters the spell’s area for the first time on a turn or starts its turn there must make a Fortitude saving throw.
On a failure, it takes 2d6 concussion damage and is pushed 3 meters away from the center of the sphere if it is Large or smaller.
On a critical failure, it takes twice as much damage and is pushed 6 meters away from the center of the sphere if it is Large or smaller.
On a success, it takes half as much damage.
On a critical success, it takes no damage.
At the start of each of your turns if the onslaught is within 20 meters of you, you can cause it to move up to 2 meters in a direction that you choose. If you spend an action, you can move it up to 10 meters.
Augment
You can affect a creature of a larger size and push each creature an additional meter for each additional mana expended and increase the damage by 1d6 for every two additional mana expended.
As two actions, you freeze a creature that you can touch or see within 10 meters. The creature must make a Will saving throw.
On a failure, it is stunned until the end of its next turn.
Augment
You can target one additional creature for each additional mana expended. The creatures must be within 5 meters of each other when you target them.
You can expend 2 additional mana so the duration changes to 1 minute/mana, concentration and the creature is stunned for the duration. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
You can expend 1 additional mana so the creature is paralyzed instead of stunned.
3 hours/mana
As you spend 1 minute to cast this spell, you touch one Tiny, nonmagical object that isn’t attached to another object or a surface and isn’t being carried by another creature. The target animates and sprouts little arms and legs, becoming a creature under your control until the spell ends or the creature drops to 0 health. See the stat block for its statistics.
Any creature you animated with this spell acts after your turn. You can mentally command the creature if it is within 20 meters of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). The creature(s) will generally follow any specific verbal commands that you issue to them if the likely outcome is in accordance with its desires (no action required by you). For example you may command it to guard a particular chamber or corridor, explore the room ahead, or to attack a specific creature. If you don't issue any commands, they defend themselves from hostile creatures, but otherwise take no actions.
When the creature drops to 0 health, it reverts to its original form, and any remaining damage carries over to that form.
Augment
You can animate two additional objects for each additional mana expended.
1 hour/mana
As two actions, you generate a subtle telekinetic field of mental contact, allowing you to “feel” your surroundings even in total darkness or when your sight would otherwise be obscured by your physical environment. Your touchsight field emanates from you out to 10 meters. You ignore invisibility, darkness, and obscurement, though you must have line of effect to a creature or an object to discern it. You do not need to make Perception checks to notice creatures; you can detect and pinpoint all creatures within 10 meters. In many circumstances, comparing your regular senses to what you learn with touchsight is enough to tell you the difference between visible, invisible, hiding, and concealed creatures.
As two actions, you are transported to a different plane of existence. You can specify a target destination in general terms, such as the City of Brass on the Elemental Plane of Fire or the palace of Dispater on the second level of the Nine Hells, and you appear in or near that destination. If you are trying to reach the City of Brass, for example, you might arrive in its Street of Steel, before its Gate of Ashes, or looking at the city from across the Sea of Fire, at the GM’s discretion.
Alternatively, if you know the sigil sequence of a teleportation circle on another plane of existence, this spell can take you to that circle. If the teleportation circle is too small to hold all the creatures you transported, they appear in the closest unoccupied spaces next to the circle.
Augment
You can transport five additional willing creatures for each additional mana expended. The creatures must link hands with you in a circle.