Flicker Shift
Level: 3rd
School: Conjuration
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a shard of obsidian and a silver thread
tied in a loop)
Duration: Instantaneous
A shimmering pulse of magic briefly outlines two targets before
they vanish and reappear in their new locations, leaving behind a
faint afterimage for a split second. You choose two targets within
range:
Object Transfer You swap the positions of two nonmagical
obiects that fit within a 5-foot cube and weigh no more than
500 pounds. If either object is held or worn by a creature,
that creature must succeed on a Dexterity saving throw to
prevent the transfer
Creature Transfer You swap the positions of two willing
creatures of Large size or smaller. If one or both creatures
are unwilling, they must make a Charisma saving throw. On
a failure, they are swapped and suffer disadvantage on their
next atack roll or ability check before the end of their next
turn. If a creature is immune to teleportation, the spell fails
Mixed Transfer You swap the position of one creature and
one unattended object.
When you cast this spell using a spell slot of 5th level or higher,
you may swap up to two pairs of targets (four total objects and/lor
creatures). Each swap follows the same rules as the base spell.
The targets must still be visible to the caster. The range also
increases by 10 feet for each slot level above 3rd
Limitations:
-
Both targets must be visible to the caster.
A creature cannot be swapped into a space too small for its
body. -
A creature cannot be swapped into a location that would
cause immediate harm (such as midair or inside lava), If no
valid space exists within 5 feet of the intended destination,
the spell fails. -
This spell cannot swap a target through a solid barrier.
including walls, glass, bars, or magical barriers such as Wall
of Force. A target must have an unobstructed path to its
swap location