Storm Step (Spell)
- School: Conjuration (teleportation)
- Casting Time: Standard Action
- Components: V, S, M (A wool sock and a twig from a lightning-struck tree, worth 1 gp.)
- Range: Medium (100 ft. + 10 ft./lvl)
- Target or Area: all creatures in target area (friend or foe), plus Special (see below)
- Duration: Instantaneous
- Saving Throw: Reflex partial
Save DC: 10 + caster stat modifier + spell level
- Spell Resistance: Yes
- You call to the Green, seeking aid and illumination in the face of your enemies. The Green sends you lightning.
- You are able to harness the power of the storm to both damage your foes and transport yourself and allies a short distance.
- This spell functions exactly as Call Lightning (Spell), with the added function that you and up to one target creature, plus one per 20 character levels (drop fractions; max 2 at level 20) allied creatures may teleport to appear within the affected spaces. You and all allied creatures to be teleported must fit into a space equal to the area of effect of the lighting bolt at the time of casting in order to be transported. (Namely, within a 2x2 space, or a 3x3 space at level 20,or a 4x4 space at level 30.) Unwilling allied creatures are allowed a save (defined above) to negate the teleport.
- You appear the very instant after the lightning bolt crashes home, so you take no damage from this transport, although you will find yourself in close proximity to presumably unhappy enemies. When you teleport via this spell, you may choose to arrive in any open, unoccupied, unblocked space in the target area of effect. This means that you must choose your affected area carefully. If you choose to have yourself or allies appear in unblocked, unoccupied, spaces that are above other creatures, if you cannot fly or otherwise legally occupy their space then you or your allies will fall into the target area, taking normal falling damage, and may wind up inside target creatures spaces, Squeezing or becoming subject to internal flanking, depending upon the relative sizes of you and your foes. The GM adjudicates all unusual circumstances.