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|level_sorwiz=5 | |level_sorwiz=5 | ||
|level_warlock= | |level_warlock= | ||
|level_additional=[[Cleric]] with [[Travel (domain)|Travel]] domain 5 | |||
|level_innate=5 | |level_innate=5 | ||
|school=Conjuration | |school=Conjuration | ||
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==Description== | ==Description== | ||
<br />This spell instantly transports you to a designated destination but interplanar travel is not possible. You can bring along objects as long as their weight doesn’t exceed your maximum load.<br />You may also bring one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load) or its equivalent (see below) per three caster levels.<br />A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth.<br />All creatures to be transported must be in contact with one another, and at least one of those | <br />This spell instantly transports you to a designated destination but interplanar travel is not possible. You can bring along objects as long as their weight doesn’t exceed your maximum load.<br />You may also bring one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load) or its equivalent (see below) per three caster levels.<br />A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth.<br />All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you. As with all spells where the range is personal and the target is you, you need not make a saving throw, nor is spell resistance applicable to you. Only objects held or in use (attended) by another person receive saving throws and spell resistance. | ||
<br />You must have some clear idea of the location and layout of the destination.<br />The clearer your mental image, the more likely the teleportation works.<br />Areas of strong physical or magical energy may make teleportation more hazardous or even impossible.<br />Failing the concentration DC inflicts d8 damage per point the roll was missed. The DC scales with a character's concentration skill and is diminished by taking feats that increase your Spellcraft, Concentration or Conjuration school casting abilities as well as by | <br />You must have some clear idea of the location and layout of the destination.<br />The clearer your mental image, the more likely the teleportation works.<br />Areas of strong physical or magical energy may make teleportation more hazardous or even impossible.<br />Failing the concentration DC inflicts d8 damage per point the roll was missed. The DC scales with a character's concentration skill and is diminished by taking feats that increase your Spellcraft, Concentration or Conjuration school casting abilities as well as by possessing a certain amounts of casterlevels. Even experienced mages can make mistakes however and teleporting into unusual terrain has stiff risks. Teleporting to a location often will give your character a familiarity bonus to his DC check.<br />This spell has a material component cost of 850 gold pieces. | ||
<br />(Teleporting into Underground areas is exceptionally dangerous for surface characters, the reverse is true for Underdark characters) | <br />(Teleporting into Underground areas is exceptionally dangerous for surface characters, the reverse is true for Underdark characters) | ||
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There is a 5% chance of failure. | There is a 5% chance of failure. | ||
Also see [[Teleportation FAQ]] | |||
Latest revision as of 23:40, 10 October 2023
| Teleport | |
| Spell Information | |
| Spell level : | Innate level: 5, Sorcerer/Wizard: 5, Other: Cleric with Travel domain 5 |
|---|---|
| School : | Conjuration |
| Components : | Verbal |
| Range : | Self and other willing touched creatures |
| Target/Area : | Special |
| Duration : | Instant |
| Save : | None and Will negates(object) |
| Spell resistance : | No and yes(object) |
Description
This spell instantly transports you to a designated destination but interplanar travel is not possible. You can bring along objects as long as their weight doesn’t exceed your maximum load.
You may also bring one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load) or its equivalent (see below) per three caster levels.
A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth.
All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you. As with all spells where the range is personal and the target is you, you need not make a saving throw, nor is spell resistance applicable to you. Only objects held or in use (attended) by another person receive saving throws and spell resistance.
You must have some clear idea of the location and layout of the destination.
The clearer your mental image, the more likely the teleportation works.
Areas of strong physical or magical energy may make teleportation more hazardous or even impossible.
Failing the concentration DC inflicts d8 damage per point the roll was missed. The DC scales with a character's concentration skill and is diminished by taking feats that increase your Spellcraft, Concentration or Conjuration school casting abilities as well as by possessing a certain amounts of casterlevels. Even experienced mages can make mistakes however and teleporting into unusual terrain has stiff risks. Teleporting to a location often will give your character a familiarity bonus to his DC check.
This spell has a material component cost of 850 gold pieces.
(Teleporting into Underground areas is exceptionally dangerous for surface characters, the reverse is true for Underdark characters)
Gameplay Notes
There is a 5% chance of failure.
Also see Teleportation FAQ
- Spells
- Conjuration spells
- Spells missing icon
- Spells missing pictures
- Level 5 innate spells
- Level 5 sorcerer/wizard spells
- Sorcerer/wizard spells
- Other spellcaster spells
- Verbal only spells
- Unknown/special range spells
- Unknown/special duration spells
- Spells without a save
- Spells other/unknown spell resistance
- Non-hostile spells
- Spells that can be Maximized