This risky form of teleportation is used in an emergency. When running, remember that to is not as important as from. A door suddenly appears on a flat surface within range. As long as the duration of the spell, and as long as you maintain concentration, any number of creatures can enter the portal. The portal is one-way. The exit appears somewhere 500 ft. away in a random direction.
You can bring along objects as long as their weight doesn't exceed what you can carry. You can also choose to end concentration on this spell (no action) in an attempt to 'cut-off' someone on the threshold of the doorway.
Any creature that is not entirely over the doorway when the spell ends must make a Dexterity saving throw against your Spell DC. On a failure, they are unable to cross and take 6d6 force damage. On a success, they are able to cross, but take 2d6 damage.
* - (a counterfeit coin worth at least 1 copper which the spell consumes)
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Posted Jun 11, 2020Based on Drawmij's Instant Escape from 2nd edition