Level
5th
Casting Time
1 Action
Range/Area
60 ft.
Components
V, S
Duration
Instantaneous
School
Conjuration
Attack/Save
None
Damage/Effect
Teleportation

This spell instantly transposes you and any creature of your choice that you can see within range, or a single object that you can see within range. 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.

Both you and the object/creature will exchange positions., and it must be on the same plane of existence as you. Your clarity of sight with the object/creature determines whether you arrive there successfully. The GM rolls d100 and consults the table.

clarity Mishap Way off target Off Target On Target
         
Easily Viewed 01-02 03-05 06-09 10-100
Slightly Obscured 01-05 06-10 11-15 16-100
Obscured  01-14 15-29 30-44 45-100
         

Clarity. "Easily Viewed" is a place where you can easily see the target when you cast the spell. "Slight;y Obscured" is a place that may have poor lightling ( ie Twilight ). "Obscured" is a place you have trouble seeing ( ie. Fog/ Mist ).

On Target. You and your target object/creature appear where you want to.

Off Target. You and your target object/creature appear a random distance away from the destination in a random direction. Distance off target is 1d10 × 1d10 feet.  For example, you rolled a 4 and a 6, you would be 24 feet off target. 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. 

Way Off Target. You and your target object/creature appear a random distance away from each destination in a random direction. Distance off target is 1d10 × 1d10 x 1d10feet.  For example, you rolled a 7 and a 6 and a 10,, you would be 420 feet off target. 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. 

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).

* Note that if you were to appear within a wall or structure, you instead take 3d10 force damage and appear in the closest open area.

Spell Tags: Teleportation

Available For: Bard (Legacy) Sorcerer (Legacy) Wizard (Legacy)

IBeam22

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