School: Conjuration (Teleportation)
Tier: 5
Casting Time: 1 Full-Round Action
Range: Personal
Target: Personal
Duration: Instantaneous
Saving Throw: See text
Spell Resistance: See text
This spell instantly transports you to a designated destination, which may be as distant as 10 miles per caster level. It costs 1 MP per 2 miles past 10 (Teleport still has a base MP cost of 5). Interplanar travel is not possible. 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.
Teleport commonly makes use of rare or expensive magical or esoteric components to function. Consult with your GM to determine any limitations or special materials required to use Teleport in the campaign setting prior to learning the spell.