This spell opens a shimmering portal that allows you and up to twelve creatures to travel to a destination of your choice.
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 |
|---|---|---|---|---|
| Intimate knowledge | - | - | 01-20 | 21-100 |
| Very familiar | - | 01-15 | 16-35 | 36-100 |
| Casually familiar | 01-15 | 16-35 | 36-50 | 51-100 |
| Visited once | 01-25 | 25-45 |
46-65 |
66-100 |
| Description | 01-45 | 46-70 | 71-100 | - |
| Unfamiliar | 01-65 | 66-100 | - | - |
Familiarity. "Intimate knowledge" means a place of permanent residence or other places or buildings you are intimately familiar with.
"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.
"Casually familiar" is someplace you have been to or seen more than once but with which you aren't very familiar.
"Visited once" is a place you have been to or seen once, possibly using magic.
"Description" is a place whose location and appearance you know through someone else's description, perhaps from a map.
"Unfamiliar" is a place that you have no knowledge about or 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 × 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).
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