This spell instantly transports you and up to eight willing creatures 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-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 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 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" 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 to a familiar location that no longer exists.
On Target. You and your group (or the target object) appear where you want to.
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 Ă— 1d10 percent of the distance that was to be traveled. For example, if you tried to travel 120 miles, landed off target, and rolled a 5 and 3 on the two d10s, then you 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 to a coastal city and wound up 18 miles out at sea, you could be in trouble.
Similar Area. You and your group (or the target object) wind up in a different area that's 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's laboratory or in an alchemical supply shop that has many of the same tools and implements as your laboratory. Generally, you appear in the closest similar place, but since the spell has no range limit, you could conceivably wind up anywhere on the plane.
Mishap. The spell's unpredictable magic results in a difficult journey. Each teleporting creature (or the target object) takes 3d10 force damage, and the GM rerolls on the table to see where you wind up (multiple mishaps can occur, dealing damage each time).
No, as far as I can tell they'd still be considered a creature. Technically speaking, corpses are considered objects that were formerly creatures and would thus be valid targets for the "single object" version of the spell, but an unconscious creature is just a creature under the unconscious condition. Being carried doesn't change that, so they still wouldn't be a willing creature.
This is why you have all your party members sign pre-emptive consent forms for all your high level utility spells.
I don't believe by any means this is RAW or RAI, but as a DM I rule that the default state is always willing. It takes an active decision to resist a spell. I usually describe that decision (when the players don't know what spell is being cast) as "some magic begins to pull at you, do you resist it?" My players know that sometimes allowing magic to happen can be beneficial and they will find out more, or it can get them killed. But it presents the situation so that not doing anything means the effect happens. Unconscious creatures are willing because they don't have the capacity to resist.
Of course, this opens up the possibility of your PCs getting abducted and isolated by nefarious monsters or villains. It's not necessarily a win for the players to rule that way. But I think it is more interesting.
So this spell states, "This spell instantly transports you and up to eight willing creatures of your choice that you can see within range." Does that mean all targets must be willing, including yourself? Could you, teleport a group and not go with them?
Could you use Teleport to travel to a moon or another planet since it is a place that you can see?
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.**
Yes you see it, teleport to the moon with no mishaps.
No, you can't just teleport others with this. The exact wording is that it transports you and other valid targets of your choice. Additional riders are optional, but yourself are not.
so basically you just need to picture the location in you head
What would happen if you have been away from your home for 50 years, it is obviously a place you are very familiar with, but someone knocked it down and built a different structure with all different layout inside and out? Could you still arrive in the living room if the living room no longer exists?
You cannot teleport to your destroyed family home. As per the spell description, "'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 to a familiar location that no longer exists."
I agree. Plus, with a familiar place, you have a 75% chance of getting there anyway, and with literally anything associated with the area, you're guaranteed to succeed. I don' think it's unbalanced or unfair at all. Even still, this spell is only situational anyway.
Homebrew Idea:
At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the number of creatures or objects you can teleport increases to 16 creatures or 2 objects at 8th level, and 24 creatures or 3 objects at 9th level. Additionally, at 8th level you have have the option to remain behind, and at 9th level the teleport is also always On Target.
The 9th level would need a caveat regarding a False destination, since you couldn't be On Target to a place that doesn't exist.
Poor DMs whose players get teleport and has to prepare the WHOLE ENTIRE WORLD!! "Let's switch to once-a-month sessions, guys."
Could someone maybe, teleport to the moon?
The Astral Adventurer's Guide lists teleport as a means of travelling between worlds in the same Wildspace system, so yes, unless your homebrew says that different celestial bodies have a distinct planar existence. Whether you can survive on the moon will also depend on what world you are on.
Better hope you’re not off target, or end up in Wildspace
Just have the wording be "at 9th level treat any roll to determine success a 100"
so for false destination it would always get "Similar Area"
Associated object:
Does this mean I can be in possession of an item that belonged to someone/someplace and use that to teleport to that person or place with 100% accuracy?
Maybe a saving throw? Some other spells do that.