Teleport
Teleport allies or enemies
The Teleport spell allows the caster to transport themselves, creatures, and objects to a location they can visualize or have memorized. As the caster gains levels, the range of the spell increases, both in terms of how far they can teleport objects and creatures (Teleportation Distance) and how far they can acquire targets for teleportation (Acquisition Range). The spell also evolves to offer large-scale zone teleportation, interplanar travel, and more complex abilities.
Level 2: Solo Teleport
At level 2, the caster can teleport themselves to any visible location or a spot they have seen in the last 5 minutes + 1 minute per point of Intelligence.
- Casting time: 1 tick
- Teleportation Distance: 20ft + 5ft per caster level (CL).
- Acquisition Range: Self (no acquisition range, as this is a solo teleport).
Level 4: Teleport an Ally or Enemy
At level 4, the spell's power grows, allowing the caster to teleport one touched ally, enemy, or a large object to a distant location. Unwilling creatures may resist with a Will save. The caster's own teleportation is optional.
- Casting time: 2 ticks
- Teleportation Distance: 500ft + 50ft per CL.
- Acquisition Range: Touch.
- Free Post-Teleport Action: After teleporting, the caster can take a free attack or general action.
- Spatial Instability: Introduced at this level.
Level 6: Targeted or Zone Teleport
At level 6, the caster unlocks two modes of teleportation: Targeted Teleport and Zone Teleport. The Targeted Teleport allows the caster to acquire and teleport multiple creatures or objects, while the Zone Teleport can move everything in a selected radius. The caster's own teleportation is optional.
- Casting time: 2 ticks
- Teleportation Distance: 500 miles per caster level.
- Acquisition Range: Close (30ft + 5ft per CL).
- Targeted Teleport: The caster can teleport 1 ally, enemy, or object per caster level (maximum of 2 enemies). Objects up to huge size may be teleported.
- Zone Teleport: Everything within a 20ft radius from the caster is teleported. The caster can choose which objects and creatures are affected. The object size limit for zone teleportation is huge.
- Free Post-Teleport Action: After teleporting, the caster can take a free attack or general action.
- Spatial Instability: Continues from previous level.
Level 8: Expanded Targeted or Zone Teleport
At level 8, the spell's capabilities expand significantly. Both Targeted Teleport and Zone Teleport are more powerful, with a wider range and ability to affect larger objects. The caster's own teleportation is optional.
- Casting time: 2 ticks
- Teleportation Distance: Unlimited range, including across planes.
- Acquisition Range: Medium (150ft + 50ft per CL).
- Targeted Teleport: The caster can teleport 1 ally, enemy, or object per caster level. Objects up to gargantuan size may be teleported.
- Zone Teleport: Everything in a 100ft radius from the caster is teleported. Objects are limited to gargantuan size.
- Free Post-Teleport Action: After teleporting, the caster can take a free attack or general action.
- Spatial Instability: Continues from previous levels.
- Echo Teleport: Introduced at this level.
Unwilling creatures can attempt a Will save. If they fail, they become dazed for 1 tick due to Spatial Instability. At this level, Echo Teleport also comes into play, leaving behind an illusion of the teleported creature or object for 1 turn, which can be detected with a Will save.
Level 10: Ultimate Targeted or Mass Zone Teleport
At level 10, the spell reaches its most powerful form, allowing for massive teleportation over unlimited distances and planes. The caster's own teleportation is optional.
- Casting time: 2 ticks
- Teleportation Distance: Unlimited, including between planes.
- Acquisition Range: Unlimited.
- Targeted Teleport: The caster can teleport up to 100 creatures or objects per caster level, without restrictions on planes or distance. Objects can be colossal or larger.
- Zone Teleport: Everything within a 10km radius from the caster is teleported. Objects are limited to colossal or larger in size.
- Free Post-Teleport Action: After teleporting, the caster can take a free attack or general action.
- Spatial Instability: Continues from previous levels.
- Echo Teleport: Continues from previous level.
As with earlier levels, unwilling creatures may resist with a Will save. Failure results in the dazed condition due to Spatial Instability, and Echo Teleport persists for 1 turn, providing tactical misdirection.
Core Features
- Casting Time: 1 or 2 ticks (from level 4 onward).
- Post-Teleport Action: The caster can take a free general action or attack immediately after teleporting.
- Will Save (Unwilling Targets): Non-consenting creatures may attempt a Will save to resist teleportation.
- Spatial Instability (Level 4+): Failing a Will save results in dazed for 1 tick.
- Echo Teleport (Level 8+): Leaves behind an illusion of the teleported creature or object for 1 turn, detectable via Will save.
- Zone Teleport Object Limits: Zone teleports are limited by object size (huge, gargantuan, or colossal depending on the level).