This spell instantly transports one creature you touch into a random open space according to the chart below. 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.
Roll a d20 and d8, then consult the tables below:
Distance:
|
1 |
Teleportation mishap (roll mishap table) |
|
2 |
Teleported 2 feet back, as if you pushed them |
|
3 |
Teleported 10 feet, roll direction table |
|
4 |
Teleported 20 feet, roll direction table |
|
5 |
Teleported 50 feet, roll direction table |
|
6 |
Teleported 100 feet, roll direction table |
|
7 |
Teleported 150 feet, roll direction table |
|
8 |
Teleported 200 feet, roll direction table |
|
9 |
Teleported 250 feet, roll direction table |
|
10 |
Teleported 300 feet, roll direction table |
|
11 |
Teleported 350 feet, roll direction table |
|
12 |
Teleported 400 feet, roll direction table |
|
13 |
Teleported 450 feet, roll direction table |
|
14 |
Teleported 500 feet, roll direction table |
|
15 |
You get to choose where they go, but it must be a location within 50 feet. |
|
16 |
You get to choose where they go, but it must be between 50-200 feet. |
|
17 |
You get to choose where they go, but it must be within 200-400 feet. |
|
18 |
You get to choose where they go, but it must be between 400-500 feet away. |
|
19 |
You get to choose where they go, but it must be exactly 500 feet away. |
|
20 |
You choose where they go, and it can be any distance within 500 feet. |
Direction:
|
1 |
Directly away, in the direction you touched them, as if pushed (we’ll call this 12 o’clock) |
|
2 |
1 o’clock |
|
3 |
3 o’clock |
|
4 |
5 o’clock |
|
5 |
Opposite the direction you touched them, behind you (6 o’clock) |
|
6 |
7 o’clock |
|
7 |
9 o’clock |
|
8 |
11 o’clock |
Mishaps:
|
1 |
You switch places with the target. |
|
2 |
The target switches places with another random creature within 500 ft. |
|
3 |
The target is teleported into an empty pocket in the nearest wall, if a wall exists within 500 ft. |
|
4 |
The target is teleported d10 * 50 feet into the air. They descend to the ground slowly, 20ft per round. |
|
5 |
The target gains the shade oil effect (teleported into a different plane) for 3d6 minutes. |
|
6 |
The target gains the skulk effect for 3d6 minutes: movement speed is increased by 20 if in darkness, and decreased by 10 if in daylight. Susceptible to radiant damage. |
|
7 |
The target is teleported to the same location, but upside down, so that their feet are in the air and head is on the ground. |
|
8 |
You teleport instead of the target (re-roll table for where you go). |
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