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Abjuration

Teleport Trap

A teleport still works, but its destination belongs to the trap

Available Levels
46810

Teleport Trap wards an area and binds it to a destination chosen when the spell is cast. Whenever a teleportation or dimensional movement would begin, end, or pass through the ward, the trap attempts to seize it.

Resolve an opposed caster level check between the teleportation effect and the trap. If the teleportation wins, it proceeds normally. If the trap wins, the spell and its slot are still spent, but every creature and object being moved arrives at the trap's chosen destination instead. The destination must be an open space capable of holding them and must lie within the maximum redirection distance shown below.

The trap's caster can name creatures who pass through it safely. Detect Magic can reveal the ward, and Dispel Magic can end it. Gold and the normal enchantment rules can make the trap permanent; this is how the Minotaur's labyrinth repeatedly redirected escape attempts into its cells.

Spell level Warded radius Maximum redirection distance
4 20 ft per CL 500 ft per CL
6 100 ft per CL 500 miles per CL
8 1,000 ft per CL Anywhere on the same plane
10 10,000 ft per CL Anywhere, including another plane

A single teleport triggers the trap only once. Another Teleport Trap cannot catch the redirected movement between the ward and its forced destination.

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