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Teleport

School: Conjuration (Teleportation)

Tier: 5

Casting

Casting Time: 1 Standard Action

Range: Touch

Effect

Target: Touched willing creatures and objects

Duration: Instantaneous

Saving Throw: See text

Spell Resistance: See text

Description

This spell instantly transports you to a designated destination, which may be as distant as 100 miles per caster level. 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 per three caster levels. A Large creature counts as two Medium creatures, a Huge creature counts as four Medium 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.

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.