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Conjuration

Teleport

Moves creatures, objects, or an entire area through space

Available Levels
246810

Teleport instantly moves the caster, creatures, or objects to a destination. Two distances govern the spell:

  • acquisition range is the distance from the caster to what will be teleported;
  • teleport distance is the distance from origin to destination.

Every version takes 2 ticks to cast. Each unwilling creature makes a Will Check against the spell DC. Success leaves that creature behind without stopping other targets. When a version can acquire others, the caster may travel or remain at the origin.

Level 2 — Personal Teleportation

The caster teleports to a visible point.

  • Acquisition range: Personal.
  • Teleport distance: 20 ft + 5 ft per CL.

Level 4 — One Touched Target

The caster teleports one touched creature or object and may accompany it.

  • Acquisition range: Touch.
  • Teleport distance: 500 ft + 50 ft per CL.
  • Destination: Visible or remembered well enough.

If the caster has an active Teleport Mark, this version also gives the mark's location to within 10 km. This sense reveals the surrounding region, not a precise point. The caster can teleport beside the mark only when it lies within this version's teleport distance.

Level 6 — Targets or Area

Choose one mode:

  • Targeted: up to one creature or object per CL, including no more than two unwilling creatures. Objects are limited to Huge size.
  • Area: chosen creatures and objects within a 20 ft radius. Objects are limited to Huge size. Terrain does not travel.

Acquisition range is Close—30 ft + 5 ft per CL. Teleport distance is 500 miles per CL. The destination must be known or visualized precisely enough.

Level 8 — Unlimited and Planar Travel

The same two modes remain:

  • Targeted: up to one creature or object per CL. Objects are limited to Gargantuan size.
  • Area: chosen creatures and objects within a 100 ft radius. Objects are limited to Gargantuan size. Terrain does not travel.

Acquisition range is Medium—150 ft + 50 ft per CL. Teleport distance is unlimited and can cross planes, but the caster must still know or clearly visualize the destination.

Level 10 — Epic Acquisition and Movement

Acquisition range and teleport distance become unlimited, including across planes. This does not grant omniscience. To acquire a distant target, the caster must meet at least one condition:

  • currently see the target;
  • know the target precisely and currently know its location;
  • have bound it with a Teleport Mark;
  • see and locate it live through a divination spell cast personally or shared by another caster.

Knowing someone, owning a portrait, or knowing yesterday's location is insufficient. Divination can serve as an acquisition window to another plane.

Choose one mode:

  • Targeted: up to 100 creatures or objects per CL, with no size limit.
  • Area: an area up to a 10 km radius. This can move selected creatures and objects along with ground, buildings, water, and the rest of the territory. Voids, collapses, floods, and other physical consequences at the origin are real. The GM determines what happens when the arriving mass cannot fit its destination.

Uncertain Destinations and Solid Matter

A precise, known destination requires no check. If its description is vague, old, or partly false, the GM may prescribe a chance roll before departure and announce possible risks: no movement, arrival at the nearest valid place, or deviation to a similar location.

An intangible creature or object can arrive inside solid matter if its state normally permits it. A material target that would arrive inside matter is immediately ejected without damage to the nearest open space able to contain it. Other targets arrive normally.

Dimensional Locks

Teleport cannot cross protection forbidding teleportation or planar passage. Dimensional Lock, Planar Lock, and equivalent effects can block departure, arrival, or transit according to the protected area.

Links from this spell

Referenced by