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Teleport

Level 7 Conjuration spell
Range10ft
Duration

instant

Cast timeaction

This spell instantly transports you and up to 8 willing creatures of your choice that you can see within range, or a single object that you can see within range, to a destination you select.

If you target an object, it must be able to fit entirely inside a 10ft cube, and it can't be held or carried by an unwilling creature.

The destination you choose must be known to you, and it must be on the same plane of existence as you. Your familiarity with the destination determines whether you arrive there successfully. The GM rolls d100 and consults the table.

Teleport Familiarity

FamiliarityMishapSimilar AreaOff TargetOn Target
Permanent circle---01-100
Associated object---01-100
Very familiar01-0506-1314-2425-100
Seen casually01-3334-4344-5354-100
Viewed once01-4344-5354-7374-100
Description01-4344-5354-7374-100
False destination01-5051-100--

Familiarity

On Target

You and your group, or the target object, appear where you want to.

Off Target

You and your group, or the target object, appear a random distance away from the destination in a random direction. Distance off target is 1d10 × 1d10 percent of the distance that was to be traveled.

For example, if you tried to travel 120mi, landed off target, and rolled a 5 and 3 on the two d10, then you would be off target by 15%, or 18mi.

The GM determines the direction off target randomly by rolling a d8 and designating 1 as north, 2 as northeast, 3 as east, and so on around the points of the compass.

If you were teleporting to a coastal city and wound up 18mi out at sea, you could be in trouble.

Similar Area

You and your group, or the target object, wind up in a different area that's visually or thematically similar to the target area.

If you are heading for your home laboratory, for example, you might wind up in another wizard's laboratory or in an alchemical supply shop that has many of the same tools and implements as your laboratory.

Generally, you appear in the closest similar place, but since the spell has no range limit, you could conceivably wind up anywhere on the plane.

Mishap

The spell's unpredictable magic results in a difficult journey. Each teleporting creature or the target object takes 3d10 force damage, and the GM rerolls on the table to see where you wind up. Multiple mishaps can occur, dealing damage each time.

  • name Teleport
  • classes
    • Bard
    • Sorcerer
    • Wizard
  • type spell
  • level 7
  • school Conjuration
  • casting_time action
  • range 10
  • components V
  • duration instant
  • effect utility