Conveyance

Overview
Teleportation gateways, Demonic chariots with flaming steeds, witches brooms, flying carpets, and seven-league boots. Tales are full of stories of miraculous and magical ways of journeying through the world. Many of these tales can be chalked up to sorcerers using the Path of Conveyance.

Most uses of this path require some sort of 'vehicle' though that object may not be a vehicle in the normal sense. Think Bedknobs and Broomsticks and its four-poster bed. While Traditional ways of magic use objects from the story books, technologically minded sorcerers may use jet-packs or other 'normal' vehicles that do their thing in an advanced way.

At higher levels of mastery the traveler may not need to use a vehicle at all, merely willing theirself to where he or she wants to be and teleporting. Again, technologically minded individuals may use teleportation booths or 'beaming' or even telephone lines. Some more mystical types may summon spirits to do the work for them.

This path can be used on other people though only true teleportation can be used offensively and only with great difficulty.

System
Roll Modifiers Cost: 1 Willpower
 * 1) Stamina + Occult (Traditional Magic)
 * 2) Stamina + Science, Mathematics, or Hypertech
 * 1) +2 for working against a resisting target
 * 2) -1 for a location well-known to the caster
 * 3) +1-2 if traveling while being observed

Duration: The length of time it takes to travel from Point A to Point B

Aspects
Traveling to a place you have never been adds one success to the total. Teleporting adds 2 successes and is not necessarily instantaneous. Speed must still be assigned. Crossing through barriers requires a success per barrier and there must be a way around or through it normally.
 * Range
 * 10 feet or less (across the room)
 * 100 feet (Across a warehouse)
 * About a mile
 * Up to 5 miles
 * 10 miles (Across the city)
 * 100 miles


 * Speed
 * About 3 times what you could manage on foot
 * As fast as you would get there driving the speed limit with red-lights and traffic
 * As above but ignoring speed limits, lights, and traffic; about 45 seconds per mile
 * Cover miles in seconds
 * Instantaneously
 * you can, when you have to, get there before you left, or that's how it seems


 * Number
 * Yourself and if you're lucky your clothes come with you
 * Yourself, some clothes, and about 20 pounds of stuff
 * Yourself and one other person or a couple hundred pounds
 * Two passengers
 * Three passengers
 * Up to 5 people

Rituals
Teleport Ward (Level 2) The caster can prevent others from teleporting in to an area.

Get Me The Heck Outta Here! (Level 3) Usually a hanging spell that can get the caster home (within 50 mies)

Teleportal (Level 5) A permanent gateway

Price of Failure
Beyond the risk of being seen or the perils of a particular vehicle, those who travel in this fashion can attract attention from beings in the realms they travel through. Any journey of more than a mile will bring the risk of an accident or misstep.

Normal failure means the spell doesn't work at all. A botch can be calamitous or disastrous depending on the method and distance involved. Collisions, merging mishaps a la "The Fly," or ending up in something are all possible. About the best one can hope for is being stranded in the middle of nowhere and having no idea what happened.