← Spells
Conjuration

Well Teleport

Travels through Archon's consecrated wells and basins

Available Levels
357

Well Teleport turns two bodies of water consecrated to Archon into ends of the same passage. Travelers dissolve into a clear current and immediately emerge from the chosen well, fountain, or basin. This is teleportation; no one physically crosses the waterways between them.

The Two Waters

Both departure and arrival must be consecrated to Archon. A well, fountain, cistern, basin, or bounded section of river works if a creature can submerge at least one hand. A vial is too small.

The Cleric must have visited the destination and know it is consecrated, or use a destination designated directly by the Partage while casting. The spell works at any distance on the same plane but never crosses planes.

When these conditions are met, arrival is exact. If the destination was destroyed, dried, desecrated, isolated from the Partage, or sealed against teleportation, the spell fails before departure. The slot is spent, but no creature disappears.

Level 3 — Solitary Passage

The Cleric transports themself and everything carried while touching the departure water throughout casting. This crosses great distances early but only between prepared infrastructure, so it does not replace the tactical freedom of Teleport.

Level 5 — Network Transport

The Cleric transports up to one willing creature per caster level and may travel or merely open the passage. Every target must touch the departure water while casting. Worn equipment travels with them; a mount or companion counts as a creature. They emerge together in the nearest open spaces around the destination water.

A reasonable accompanied load can also travel, including bags, stretchers, pack animals, or carts able to enter the water. The GM judges unusual convoys by the passage's physical size.

When using a level 7 or higher slot only for transport, the Cleric can move up to 10 × caster level willing creatures with mounts and supplies. This logistical use takes ten minutes rather than a combat action.

An unwilling creature can never travel through Well Teleport.

Level 7 — Permanent Relay

Instead of traveling, the Cleric performs a one-hour ritual over ordinary water, consecrating it as a permanent Well Teleport relay. It immediately becomes a valid destination, and the Cleric can authorize access for other faithful, travelers, or Partage administrators.

The Cleric can maintain 1 × INT modifier relays without daily cost and at any distance. They remain active while the Cleric lives and chooses to maintain them. Exceeding the limit ends one older relay as the new one activates.

Destroying or drying the water destroys the relay. Sufficient abjuration can suppress or dispel it. As a physical place, it can be fortified, hidden, guarded, or closed without altering the spell.

Routes of the Partage

In the modern Ark, consecrated wells form a religious, administrative, and military travel network. Censors can temporarily close destinations without destroying their water. During Soul Odyssey, they closely control passages leading to Partage centers.

The spell predates the global network. Two properly consecrated waters are enough: the Partage helps identify and administer destinations but is not required.

Links from this spell

Referenced by