You touch a single object throughout the casting and transport it to a destination you select. It must be able to fit entirely inside a 5-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 or parcel 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 length of twine, bed linen from a royal suite, or a key from a parcel locker. A handwritten postal address can also serve as an "associated object".
"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 the object to a familiar location that no longer exists.
On Target. Your target object appears on the ground in the closest unoccupied space to your target.
Off Target. Your target object appears a random distance away from the destination in a random direction. Distance off target is 1d10 × 1d10 percent of the distance that was to be traveled. For example, if you tried to send it 120 miles, it landed off target, and you rolled a 5 and 3 on the two d10s, then it 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 it to a coastal city and it wound up 18 miles out at sea, you might find it difficult to retrieve.
Rough Journey. The target object takes 2d10 force damage, and arrives up to 30 feet away from the target destination, such as in a hedge or at a neighbour's doorstep.
Mishap. The spell's unpredictable magic results in a difficult delivery. The target object takes 3d10 force damage, and the GM rerolls on the table to see where it winds up (multiple mishaps can occur, dealing damage each time).
* - (1 gold piece, or the equivalent coin value, which the spell consumes)
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