Teleport

Teleport

7th level Conjuration

This spell instantly transports you and up to eight 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 10-foot 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.

Familiarity Mishap Similar Area Off Target On Target
Permanent circle 01-100
Associated object 01-100
Very familiar 01-05 06-13 14-24 25-100
Seen casually 01-33 34-43 44-53 54-100
Viewed once 01-43 44-53 54-73 74-100
Description 01-43 44-53 54-73 74-100
False destination 01-50 51-100

Familiarity. “Permanent circle” means a permanent teleportation circle whose sigil sequence you know.

“Associated object” means that you possess an object taken from the desired destination within the last six months, such as a book from a wizard’s library, bed linen from a royal suite, or a chunk of marble from a lich’s secret tomb.

“Very familiar” is a place you have been very often, a place you have carefully studied, or a place you can see when you cast the spell.

“Seen casually” is someplace you have seen more than once but with which you aren’t very familiar.

“Viewed once” is a place you have seen once, possibly using magic.

“Description” is a place whose location and appearance you know through someone else’s description, perhaps from a map.

“False destination” is a place that doesn’t exist. Perhaps you tried to scry an enemy’s sanctum but instead viewed an illusion, or you are attempting to teleport to a familiar location that no longer exists.

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 x 1d10 percent of the distance that was to be traveled. For example, if you tried to travel 120 miles, landed off target, and rolled a 5 and 3 on the two d10s, then you would be off target by 15 percent, or 18 miles. 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 18 miles 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).

Casting Time: 1 action
Range: 10 feet
Duration: Instantaneous
Classes: Bard, Sorcerer, Wizard
Components: Verbal

Lore

The Stream

Credits: SRD 5.1

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Title

Provide the official name of the spell, such as "Acid Arrow." This name is used for reference in spell lists, during gameplay, and when players or characters are selecting spells to learn or cast.

Level

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School

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Classes

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Description

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Writing a Spell Description

Begin with a clear statement of the spell's effects. Include specifics such as the type and amount of damage it deals, its range, duration, and any area of effect. Incorporate any rules that govern the spell's usage, such as saving throws, attack rolls, or how it interacts with other spells and abilities within the game. Add descriptive language that paints a picture of what happens when the spell is cast. This can include sensory details about the spell's appearance, sounds, sensations, and impact on the environment.

For example, Acid Arrow is described as:

A shimmering green arrow streaks toward a target within range and bursts in a spray of acid. Make a ranged spell attack against the target. On a hit, the target takes 4d4 acid damage immediately and 2d4 acid damage at the end of its next turn. On a miss, the arrow splashes the target with acid for half as much of the initial damage and no damage at the end of its next turn.

Excerpt

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Casting

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Requires Concentration?

Toggle this switch if the spell requires the caster to maintain concentration. This means that certain activities, including taking damage, may break the caster's focus and end the spell's effects.

Can cast as ritual?

Some spells have a special tag: ritual. Such a spell can be cast following the normal rules for spellcasting, or the spell can be cast as a ritual. A ritual casting doesn't expend a spell slot, which allows the spell to be used repeatedly without depleting a caster's magical reserves.

Duration

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Casting Time

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Components

Verbal (V): Check this box if the spell requires spoken words to cast.

Somatic (S): Check this box if the spell requires a particular hand movement or gesture.

Material (M): Check this box if the spell requires material components.

Spellcasting Focus: Instead of material components, a caster can use a spellcasting focus, such as a wand, a crystal, or some other arcane object related to their class or magic tradition.

Focus (F): Some spells require a focus, a particular object of significance. A focus is not consumed when the spell is cast, but must be in the caster's possession throughout the casting.

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Material

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Attack

Attack Type

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Range

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Attack Save

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Damage

Damage Type

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Damage at Slot Level

For spells that can be cast using higher-level spell slots, detail the additional damage incurred when using a higher slot. This might be in the form of extra dice rolled or a flat increase in damage.

Damage at Character Level

If the spell's damage increases with the caster's level, describe the progression here. This could include at which character levels the spell's damage increases and by what amount.

Higher Levels

For spells that become more potent when cast with higher-level spell slots, the "Higher Levels" section captures these scaling effects. Describe what additional benefits the spell gains when a higher-level slot is used. This could be anything from additional damage, longer duration, larger area of effect, or additional targets.

Provide specific details on the scaling. For example, Acid Arrow is described:

When this spell is cast using a spell slot of 3rd level or higher, the initial damage increases by 2d4, and the ongoing acid damage increases by 1d4 for each slot level above 2nd.

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