Teleport

A 7th Level Conjuration spell

Casting time: 1 Action

Duration: Instantaneous

Range: 10’

Components: V

Can be learnt by: Bard, Sorcerer, Wizard

This spell instantly transports you and up to 8 willing
creature 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’ 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 DM rolls a d100 and consults the following
table:

**Familiarity**

* Permanent circle: a permanent Teleportation Circle whose sigil sequence you know
* Associated object: 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: a place you have been to very often, a place you have carefully studied, or a place you can see when you cast the spell
* Seen casually: a place you have seen more than once but with which you aren’t very familiar
* Viewed once: a place you have seen once, possibly using magic
* Description: a place whose location and appearance you know through someone else’s description, perhaps from a map or a book
* False destination: 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 location that no longer exists

**Outcome**

* On target: you and your group (or the target object) appears exactly at where you wanted to go
* 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% of the distance that was to be traveled. For example, if you tried to travel 120 miles but landed off target and rolled a 5 and 3 on the two d10s, then you would be off by 15%, or 18 miles. The DM determines the direction off target randomly by rolling a d10 and designating 1 as directly below, 2 as directly above (including in the air if your destination was not underground, so you’d fall), 3 as north, 4 as northeast, 5 as east, and so on around the points of the compass. If you were teleporting to a costal city and wound up 18 miles out at see, you could be in trouble
* Similar area: you and your group (or the target object) wind up in a different area that is 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 or sage’s laboratory of in an alchemical supply shop that has many of the same tools and implements as your lab. Generally, you appear in the closest similar place, but since the spell has no range limit, you could conceivably wind up anywhere on your current plane of existence
* Mishap: the spell’s unpredictable magic results in a difficult journey. Each teleporting creature (or the target object) takes 3d10 force damage, and the DM rerolls on the table to see where you wind up (multiple mishaps can occur, dealing damage each time). If a creature is lowered to 0HP by this damage, their body dies while their soul is flung randomly into either the Ethereal Plane or the Astral Sea