Far Step

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Red Age > Rules > Magic > Spells > Far Step


Far Step (Power 2+, 1 bonus, self, 30') You teleport to a point within range, either in line of sight or by dead reckoning. If the destination if occupied, choose whether the spell fails or you are shunted to the nearest clear space, taking 1d6 damage per 5' distance. +1 Power: you arrive with a thunderclap. Those within 5' must Vigor save or take 2d6 crushing damage and be knocked prone (half damage and not prone on success). +1 Power: +60'. You can carry a willing or restrained creature (up to Medium size) with you.

Dimension Door

???Blink?