Teleport 5e

This spell teleports you and up to eight voluntary creatures that you can see within the range of the spell, or an object you can see within the range of the spell, to a location you specify. If you designate an object as the target of the spell, the object must be able to fit into a 10-foot cube, and it must not be worn or carried by an involuntary creature.

Teleport 5e

Level: 7th

Classes: Sorcerer, Wizard, Bard

Casting Time: 1 Action

Range: 10 feet

Components: V

Duration: Instantaneous

You can only specify a location you know as the destination of the teleportation, and the destination must be in the same plane of existence as you. Your familiarity with the destination determines whether you can successfully arrive.

Familiarity. “Permanent circle” refers to the sequence of runes that you know about a certain permanent teleport circle. “Related object” refers to an object that you have taken from a target location within the past six months, such as a book in a mage library, linen thread on a bed in a royal bedroom, or a lich mausoleum A piece of marble inside. “Very familiar” refers to the places you often go to, the places you have studied carefully, or the places you can see when you cast the spell.

“Occasionally seen” refers to a place you have seen several times, but you are not very familiar. “Seen once” refers to a place you have only seen once, including a place that you have seen through magic. “Hear description” refers to a place that you hear the location and appearance of from others, such as a place from a map. “No such place” refers to a place that does not exist at all. Maybe you try to explore the enemy’s secret room but you only see an illusion, or a place you used to be familiar with but no longer exists.

On Target. You and your team (or target object) appear in the place you expected.

Off Target. You and your team (or target object) appear at a random distance in a random direction to the destination. The distance error is equal to the original moving distance×1d10×1d10×1%. For example, suppose you try to move 120 miles and unfortunately deviate from the target, and two d10 throw 5 and 3 when the throw distance error, then your teleport distance error is 15% of the original travel distance, which is 18 miles.

The DM throws d8 once to determine which direction the error appears in the destination. 1 is true north, 2 is northeast, 3 is true east, and so on. If you want to teleport to a seaside city but appear in the sea 18 miles away from the shore, then you are in trouble.

Similar Area. You and your team (or target object) appear in a different place that is similar in appearance or atmosphere to the destination. For example, if you want to go back to your own research room, you may accidentally hit another mage’s research room, or an alchemy shop with many tools similar to yours. Usually you will appear in a similar area closest to the destination, but since this spell has no distance limit, you may appear in any place on the same plane.

Mishap. The unexpected magic effect of this spell made this journey particularly difficult. All creatures (or target objects) trying to teleport suffer 3d10 points of force damage, and then the DM recasts d100 and consults the above table to determine where you appear (you may die again, and you have to take the damage every time you die).