Level
7th
Casting Time
1 Action
Range/Area
10 ft.
Components
V, S, M *
Duration
Instantaneous
School
Conjuration
Attack/Save
None
Damage/Effect
Teleportation

This spell creates a small 100ft trail of light that transports one land vehicle of your choice (including any animals necessary to operate it, and all items stored in the vehicle), yourself and up to eight willing creatures of your choice that you can see within range, to a destination you select.

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
An inn you have stayed at - - - 01-100
Your place of residence - - - 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. "An inn you have stayed at" means an inn that you have both visited and stayed the night at. "Your place of residence" means that you possess a deed or rental agreement for a place of residence. These buildings do not need to be furnished or inhabited, they simply need to have immediate access to a road large enough for the land vehicle to safely park.

"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 (and your land vehicle) appear where you want to.

Off Target. You and your group (and your land vehicle) appear a random distance away from the destination in a random direction. Distance off target is 1d10 × 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 (and your land vehicle) wind up in a different area that's visually or thematically similar to the target area. If you are heading for your place of residence, for example, you might wind up at another's home or at another location that has many of the same tools, equipment, and implements as your own residence. 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 (including any creatures required to operate your land vehicle) 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). The GM also rolls a d10, on a 1, the land vehicle breaks down.

* - (a dragonfly brooch worth 500G)

Spell Tags: Teleportation

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

nicohlai

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