Self Teleport
6 |
Spell

This spell instantly transports you, to a destination you select.

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 GM rolls and consults the table.

Teleportation Familarity
FamiliarityMishapSimilar AreaOff TargetOn Target
Permanent circle---01-100
Associated object---01-100
Very familiar01-0506-1314-2425-100
Seen casually01-3334-4344-5354-100
Viewed once01-4344-5354-7374-100
Description01-4344-5354-7374-100
False destination01-5051-100--

  • Familiarity "Permanent circle" means a permanent teleportation circle whose sigil sequence you know.

    "Associated object" means that you possess an object taken from the desired destination within the last six months, such as a book from a wizard's library, bed linen from a royal suite, or a chunk of marble from a lich's secret tomb.

    "Very familiar" is a place you have been very often, a place you have carefully studied, or a place you can see when you cast the spell.

    "Seen casually" is someplace you have seen more than once but with which you aren't very familiar.

    "Viewed once" is a place you have seen once, possibly using magic.

    "Description" is a place whose location and appearance you know through someone else's description, perhaps from a map.

    "False destination" is a 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 × 1d10 percent 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. Each teleporting creature (or the target object) takes 3d10 force damage, and the DM rerolls on the table to see where you wind up (multiple mishaps can occur, dealing damage each time).

Your focus toggles between the spell's target and your desired destination. In an instant, your perception shifts from surroundings to a distant locale, seamlessly traversing space and reality.

  • Spell Info:
  • Spell Sphere(s): Arcane
  • Spell Circle: Circle of Conjuration
  • Components: 
  • Casting Time: 

  • Parameters:
  • Range:
  • AOE: 10 | Chooseable Targets in AOE
  • Max Targets: 9

d100
Mod
ADV/DIS

-or-

To access the dice log to keep track of your rolls

-or-

To edit characters or creatures.

Effect 1 Effect 2 Ambience Music

Item Information