Mage’s Evasion

9th level conjuration

Casting Time: 10 minutes

Range: Self

Components: V, S, M (a diamond worth 1000 gp, which the spell consumes when triggered)

Duration: 1 week or until discharged

This spell transfers you and everything you carry (except for other creatures or objects that weigh more than 50 pounds) to a destination you designate at the time of casting. When casting mage’s evasion, you must specify the locale and detail up to six specific conditions that trigger this spell. When any of these conditions occurs, your body, mind, and soul are transported to the target destination. The location can be any place you very familiar with, as defined by the teleport spell, even on another plane.

When casting the spell, you cast teleport and possibly other spells that take effect when you arrive at your destination point. The initial casting of mage’s evasion drains 1d6 hit points from the spellcaster. These hit points are “stored” in the spell, and may be regained by the caster normally.

The stored hit points are immediately recovered by the caster upon the triggering of the evasion.

The teleport aspect of this spell takes you to your destination, so any condition that prevents teleporting also prevents mage’s evasion. Once reaching the destination point, the companion spells included in the evasion instantly and simultaneously take effect. The companion spells must be ones that have a range of self and be of a spell level no higher than one-third of your caster level. The total combined level of companion spells may not exceed your caster level. The conditions you specify to bring the spell into effect must be clear, although they can be general in nature.

The spell pulls together your mind, body, and soul if they have been separated. For example, if your soul is trapped in a magic jar when the evasion is triggered, your soul returns to your body (breaking the magic jar spell). If your body or soul has been bound by an effect that allowed for a saving throw, you are granted an additional saving throw to escape.

You may only use one mage’s evasion spell at a time; if a second is cast, the first spell (if still active) is dispelled.

Section 15: Copyright Notice

Rappan Athuk © 2018, Frog God Games, LLC; Authors Bill Webb, Clark Peterson, Skeeter Green, Tom Knauss, Lance Hawvermale, WDB Kenower, Casey Christofferson, and Greg Raglund; based on the original creation of Bill Webb.

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