Level
4th
Casting Time
1 Action
Range/Area
500 ft.
Components
V, M *
Duration
Instantaneous
School
Conjuration
Attack/Save
None
Damage/Effect
Teleportation

You step sideways into the ethereal plane and ride the borders of the realm of the dead to travel to any other spot within range, appearing there almost instantly. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as "200 feet straight downward" or "upward to the northwest at a 45- degree angle, 300 feet."

Roll on the dimension step table:

d100 Result
01-05

Your spirit is forcibly separated from your body and flung into the realm of the dead. Your hit points are set to 0 and you must begin death saving throws.

If you succeed or are healed, your body moves to 1hp but remains in a vegetative state until your spirit is recovered.

If you fail or are attacked, your body dies and your spirit remains stranded in the realm of the dead. You become a wraith.

06-10

You fail to step through. As the gateway opens a nightveil specter appears where you stood and immediately makes an attack against you. If it hits, you are dragged back into the realm of the dead to face the creature alone. If it misses, the Nightveil Specter remains in the real world and joins the initiative order.

You cannot attempt Tel'Ubivis Gate until after the next dawn

11-20

You fail to step through. Instead two poltergeist emerge.

You cannot attempt Tel'Ubivis Gate again until after the next dawn

21-50

The spell fails. You cannot attempt Tel'Ubivis Gate until after the next dawn.

51-100 The spell succeeds as normal.

 

If you succeed you can bring along objects as long as their weight doesn't exceed what you can carry. You can also bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell.

If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 4d6 force damage, and you must roll 1D20. If you roll 01 you and any creature travelling with you are also stranded in the ethereal plane.

* - (A line drawn with chalk, a drop of blood (1hp damage).)

Spell Tags: Teleportation

Available For: Bard (Legacy) Sorcerer (Legacy) Warlock (Legacy) Wizard (Legacy) Cleric (Legacy) - Trickery Domain (Legacy) Paladin (Legacy) - Oath of Vengeance (Legacy)

Wiggy_Stardust

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