Teleport (spell)

==lowest cost==
implied to be 3, however due to the rule of failures costing merely 1 energy, it actually can be cheaper to fail and still get a successful teleport. A failure by 1 still gets you there (but injures you) while failure by 2+ takes you to GM's choice.
Crit fails aren't cheaper since they cost full energy, and the GM takes user to more dangerous places.
==penalties==
nearly identical to warp on the upper range, give or take 0.001 miles.
==Quotes==
Kromm in 2006 at http://forums.sjgames.com/showpost.php?p=283806&postcount=8
:A caster with Teleport-20 should definitely be able to take a turn and "break free" using his spell. I don't see any reason why one shouldn't allow it. If you hate having wizards do that, well, injure them or stun them so that they can't cast effectively. Grapplers have loads of options for that
Appears to imply grappling shouldn't prevent using Concentrate to cast a spell at all. This violates B371's Actions After Being Grappled box saying "completely impossible"
Kromm in 2011 re DF http://forums.sjgames.com/showpost.php?p=1268429&postcount=47
==See also==
*Warp
Category:Spells
Category:Movement College
Category:Gate College