This spell instantly transports you and up to eight willing creatures of your choice that you can see within range, or a single object within range, to a time and place of your choosing. The spell lasts an hour, after which you are returned to your original location if the spell was successful, or you remain in your location if you had a mishap or were taken to a similar location but not your destination. If you target an object, it must be able to fit within a 10-foot cube.
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 DM rolls d100 and consults the table.
| Familiarity with destination | Mishap | Similar Area | Off Target | On Target |
| Possession of an object from the destination | 1 - 5 | 6 - 13 | 14 - 24 | 25 - 100 |
| Present at or near the event | 1 - 13 | 14 - 24 | 25 - 50 | 50 - 100 |
| Description or vague memory | 1 - 43 | 44 - 53 | 54 - 73 | 74 - 100 |
| False description or inaccurate memory | 1 - 50 | 51 - 100 | — | — |
Familiarity.
"Associated object" means that you have an object taken from the desired destination that existed within at the location during the time that you intend to travel to, such as a book taken from a wizard's library, bed linen from a royal suite, or a chunk of marble from a lich's secret tomb.
"Present at or near the event" means that you were physically present at the time and place of the event. However, there are complications if you or your past self see one another, see Meeting your past self. "Description or vague memory" is a time or place whose location and appearance you know through someone else's description, perhaps from a map or an event that you remember but not clearly, like a childhood memory.
"False description" is a time or 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 (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 × 1d10percent 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 DM 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. You and your party can arrive at any time and place at the DMs discretion.
Meeting your past self.
Meeting your former self can be a distressing and dangerous encounter. Meeting your self produces a natural reaction to what your brain and the natural order of things consider to be an imposter. If any creature comes into contact with their past self, they must make a DC 17 Wisdom saving throw. On a failure, you perceive your former self as a nightmarish creature. The exact form varies depending on the individual and their personal fears. Each creature who fails must also roll on the madness table.
If your past self can perceive you, they will try to attack you. All your attacks against your former self are at disadvantage if you failed your Wisdom save. As long as your past self can see you, they will try to attack you, believing you are an imposter. A DC 17 Charisma (Persuasion) check or a charm effect can convince them otherwise.
* - (an object from the desired destination (optional))
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