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).
I have a party that will be attempting to teleport to a location, a small village in the mountains. None of them have been to the location, they are "studying" books and maps of the location in preparation to go. The thing is, the village has been abandoned for around 800 years. The maps and stories they are looking at describe the village as it was 1000 years ago. Would you go with "False Destination" or "Description"? My thought is False destination, for example if they say they want to go to the town square, well that place no longer exists. There may be some stone pavers but no square. Or if they wanted to go to a meadow adjacent to the town it is now over run by the forest, again no meadow.
The familiarity of "Seen once" and "Description" have the exact same odds for the different stages of success and that's stupid.
If my party wants to take on an archmage for example, and the mage has this spell prepared. How can they ever beat him?
If the place existed at one time, I'd say "Description" would still be appropriate. The town square may not exist, true, but if the location itself has not been altered (as in nature took over but no natural disaster altered the landscape in its entirety as to erase the literal area from the face of the planet) then it's still a valid place to travel.
Think of it this way - if I told you of a town that is now called "Hobbiton" but was once called "hobbits place", they are one in the same. Though "hobbits place" no longer exists, the location that it described still exists, therefore you can still go there. Just because the name or scenery changed doesn't mean it's no longer a place.
Or, TL;DR - if what they're studying still provides a moderately accurate description of the landscape, then I'd say "Description". If you, the DM, do not want them to be able to travel there, then "False Destination".
For the "very familiar" including places you can see... I wonder how closely you need to see it. For example, could I look up at a moon and teleport to the moon and have it be considered a very familiar place (and assume I have the ability to survive without atmosphere.)?
They’d have to target the Mage’s ability to speak or get very lucky with Counterspell again and again. There are spells that can address this (silence is probably the first one to come to mind along with spells that would leave the target incapacitated) or if it’s a social encounter they’re looking for a character with the Poisoner feat or proficiency in nature/surivial or a druid could whip up a spiked drink that can paralyse vocal chords (dieffenbachia is a common houseplant that could give that effect) or somehow get the mage to meet them in a plane in which they’re unfamiliar so they can’t bamf on out. It’s tough but not impossible - my party is currently facing the same thing and my mind has been turning!!!!
What happens if you cast this on a location that is under the effects of Private Sanctum? Would it just fail, or would it roll on the false destination table?
What the *Gelatinous cube noises* is a d100?
A 100-sided die. They do actually exist, though most people just roll two d10s.
Well, there's nothing in this spell or the Sage Advice Compendium that specifies, so I suppose it's just DM discretion. Personally, I'd say treat it as Off Target instead of False Destination because Private Sanctum is Abjuration, not Illusion. Maybe run it as a Mishap and then Off Target to simulate the teleporter "rebounding" off of the Private Sanctum. Thoughts?
Ok question for everyone: what happens if you use this spell to try and teleport within a Domain of Dread? Curse of Strahd and Van Richten's Guide to Ravenloft both say, "Spells such as... teleport and similar magic cast for the purpose of escaping a domain simply fail..." which is a little redundant when you think about it since they go on to say that Domains are each considered their own plane, and as you can see above you can only teleport to a destination "on the same plane of existence as you." Nothing is said about teleporting within a Domain (for example, from the Amber Temple to Castle Ravenloft). Does the spell fail, or would it work since you're not trying to escape?