Puddle Jumper Spell
technology_magicLine-of-sight teleport spell for up to 4, glow on cast, 20 mana cost, long cooldown/delay.
The Puddle Jumper Spell begins in Dungeon Crawler Carl as a basic line-of-sight teleportation ability for up to four targets, marked by a telltale glow and a hefty 20-mana cost with long cooldowns, serving Carl as an early evasion tool in the brutal dungeon. By Book 2, it evolves into a stealthier 'zap' for instant short-range jumps without visible effects, resetting on a more manageable four-hour cooldown to aid in high-stakes combat maneuvers. In Book 4, it reaches a grotesque pinnacle at level 10, liquifying targets into puddles for greatly extended range teleports on a five-hour cooldown, transforming it into a visceral, game-changing mobility spell amid the series' escalating horrors.
Evolution
Dungeon Crawler Carl: A LitRPG/Gamelit Adventure
Line-of-sight teleport spell for up to 4, glow on cast, 20 mana cost, long cooldown/delay.
Dungeon Crawler Carl - 02 - Carl's Doomsday Scenario
Instant short-range teleportation spell manifesting as a quick 'zap' without visible particles, glow, or portal; resets on 4-hour cooldown.
The Gate of the Feral Gods: Dungeon Crawler Carl Book 4
Teleport spell liquifies targets into puddle then reforms at distant location, level 10 extends range greatly, 5-hour cooldown.
Book Appearances
Dungeon Crawler Carl: A LitRPG/Gamelit Adventure
First appears Ch 24
Dungeon Crawler Carl - 02 - Carl's Doomsday Scenario
First appears Ch 20
The Gate of the Feral Gods: Dungeon Crawler Carl Book 4
First appears Ch 5