Teleportation traverses great distances in a mere moment. The Teleportation theme focuses on a variety of utility related to position and travel, with some protection and damage.
Spells from the Teleportation theme allow you to teleport bits of objects and creatures away, create teleportation waypoints, teleport creatures closer to you, teleport across small and great distances, teleport chunks of ground into the sky, swap the positions of creatures, find magical gates, track down teleportation, summon distant objects, stop creatures from teleporting, create teleportation gates, and teleport back home.
Power sources
Arcane and Psionic
Table of contents
Teleportation feats
You can take each feat only once, unless the feat’s description says otherwise. You must meet any prerequisite specified in a feat to take that feat. If you ever lose a feat’s prerequisite, you can’t use that feat until you regain the prerequisite.
Prerequisites: You know the teleport spell
You gain the ability to step from one place to another. Once on your turn while not grappled, incapacitated, or restrained, you can teleport up to half your walking speed to an unoccupied space you can see, consuming an amount of movement equal to the distance traveled.
Teleportation spells
As an action, you can teleport an object within 5 meters to your hand. The object must be neither held nor carried and it must weigh no more than 2 kilos and its longest dimension must be 1 meter or less.
At higher levels
The maximum weight of objects that you can target with this spell and the longest dimension increases when you reach 9th level (5 kilos, 2 meters) and 17th level (7 kilos, 3 meters).
As an action, your mere touch can disperse the surface material of a creature or an object, sending a tiny portion of it far away. Make a melee spell attack against the target.
On a hit, it takes 1d10 force damage.
On a critical hit, it takes twice as much damage.
On a miss by 4 or less, it takes half as much damage.
At higher levels
This spell’s damage increases by 1d10 when you reach 9th level (2d10) and 17th level (3d10).
Rift
As an action, you create two linked teleportation portals in unoccupied spaces you can see within 10 meters of you that remain open until the end of your turn. A circular portal, 30 centimeters in diameter, opens over each point.
The portals are two-dimensional glowing rings. Any object entering a portal exits from the other portal as if the two were adjacent to each other; passing through a portal from a nonportal side has no effect.
When you cast this spell, you can make a weapon attack through the portal (no action required).
The portal is not stable enough for a creature or energy such as alchemical explosions or magic to pass through it.
This spell immediately ends if you cast it again before an existing portal closes.
At higher levels
When you reach 9th level, the portal becomes stable enough for energy such as alchemical explosions or magic to pass through it.
As a reaction, which you use when you fall or when you are pushed, pulled, knocked prone, or hit by an attack or missed by 4 or less that you can see, you teleport up to 5 meters to an unoccupied space you can see.
If you were hit by an attack, the triggering attack is made with disadvantage. You can do so after the roll but before any effects of the roll occur. Subsequent attacks made against you are made with disadvantage until the start of your next turn.
If the roll already has disadvantage, you cannot apply another instance of disadvantage.
Augment
You can teleport up to an additional 5 meters for each additional mana expended.
You can expend 1 additional mana to trigger this spell when a creature moves within 1 meter of you or when you take damage. If you take damage, you halve the damage against you.
concentration, 1 minute/mana
As an action, you bind a creature that you can touch or see within 10 meters, preventing it from leaving your side. At the start of each of your turns for the duration, if the creature is more than 1 meter away from you, the creature must make a Will saving throw.
On a failure, the creature is teleported to a space within 1 meter of you.
On a success, the spell ends.
As an action, a Medium or smaller creature, or object weighing 50 kilos or less that isn’t being worn or carried, that you can touch or see within 10 meters is relocated. An unwilling creature must succeed on a Will saving throw to avoid the effect. The target is teleported to an unoccupied space that you can see within 5 meters of it.
Augment
You can affect a creature of a larger size, increase the weight of an object that this spell can target by 100 kilos, and increase the teleport distance by 7 meters for each additional mana expended.
You can target one additional creature for each additional mana expended. The creatures must be within 5 meters of each other when you target them.
As an action, you teleport up to 20 meters to an unoccupied space that you can see.
You can bring along objects you are touching that aren’t worn or carried by another creature as long as their weight doesn’t exceed what you can carry.
If you teleport 5 meters or less, make a weapon attack.
On a hit, add 1d8 + your spellcasting ability to the attack’s damage roll.
On a critical hit, add twice as much damage.
On a miss by 4 or less, add half as much damage.
Augment
You can teleport an additional 100 meters for each additional mana expended.
You can increase the damage by 3d8 for each additional mana expended.
Joint Teleport. You can bring two additional willing creatures you touch with you for each additional mana expended. The creatures must be within one size category of you, must not be encumbered, and must be within 1 meter of you when you cast this spell.
There and Back Again. You can expend 1 additional mana at the end of your turn to teleport back to the spot you occupied before teleporting, unless it is now occupied or on a different plane of existence.
Dimension Door. You can expend 1 additional mana to teleport up to 100 meters to a place you can see, a place you can visualize, or a place you can describe by stating distance and direction, such as “20 meters straight downward” or “upward to the northwest at a 45° angle, 100 meters.” If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 4d6 force damage, and the spell fails to teleport you.
Continuous Teleport. You can expend 2 additional mana to change the duration to 1 minute/mana and on each of your turns before the spell ends, you can use an action to teleport in this way again.
As an action, you can choose any two creatures that you can touch or see within 20 meters. The creatures must be within 5 meters of each other when you target them. The two creatures teleport, swapping places. An unwilling target can make a Will saving throw, and if it succeeds, it is unaffected by this spell and the creatures do not teleport. This ability fails if either creature can’t fit in the destination space.
Augment
The creatures can be an additional 10 meters apart for each additional mana expended.
As a reaction, which you use when you detect a teleportation within 20 meters, you can halt a creature teleporting in or teleporting out that occur within 20 meters. The creature must make a Will saving throw.
On a failure, its teleportation is delayed until the start of its next turn. At the start of its next turn, it repeats the Will saving throw or its teleportation is canceled.
On a critical failure, its teleportation is canceled.
(ritual)
As you spend 1 minute to cast this spell, you touch an object weighing 5 kilos or less whose longest dimension is 1 meter or less. The spell leaves an invisible mark on its surface.
At any time thereafter, you can use an action to speak the item’s name. The item instantly appears in your hand regardless of physical or planar distances, and the spell ends.
If another creature is holding or carrying the item, speaking the item’s name doesn’t transport the item to you, but instead you learn who the creature possessing the object is and roughly where that creature is located at that moment.
A dispel magic or a similar effect ends this spell’s effect.
(ritual)
As two actions, you sense the direction and general distance to the nearest teleportation circle, gate, planar portal, or other effect which magically connects two different locations within 2 kilometers of you.
This spell can be blocked by any intervening area that is dimensionally warded (such as by forbiddance).
1 minute/mana
As two actions, you can detect the origin point or termination point of any teleportation effect within 10 meters of you. Further, you can detect the lingering traces of any teleportation effect that occurred up to 1 hour previously, in the same fashion. You know, to the nearest 10 minutes, when the teleportation effect occurred.
Whenever you detect a teleportation effect, you can study that origin point or termination point as an action. If you do, you make an Arcana or Psionics check. The Difficulty is 11 + twice the mana expended. You have disadvantage if the effect occurred more than 1 minute ago.
On a success, you gain a glimpse of the teleportation effect’s termination point (if you detected an origin point) or origin point (if you detected a termination point). This glimpse lasts long enough for you to get a brief look at the area, but not long enough to scrutinize it in detail.
You can’t retry the skill check, even if you cast trace teleport again.
As two actions, you teleport entire chunks of the earth or stone 10 meters into the air, where they fall onto the targets below at a point within 20 meters. Each creature in a sphere centered on that point must make a Reflex saving throw.
On a failure, it takes 6d6 bludgeoning damage.
On a critical failure, it takes twice as much damage.
On a success, it takes half as much damage.
On a critical success, it takes no damage.
In addition, the ground in the affected area becomes difficult terrain until cleared. Each 1-meter square portion of the area requires at least 1 minute to clear by hand.
Augment
You can increase the damage by 2d6 for each additional mana expended.
6 hours/mana
As two actions, you designate a sanctuary within a location. As an action before the duration expires, you can instantly teleport to a previously designated sanctuary that is on the same plane of existence as you. You appear in the nearest unoccupied space to the spot you designated when you prepared your sanctuary.
Augment
Up to five willing creatures can be transported with you for each additional mana expended. The creatures must be within 5 meters of each other when you target them.
As two actions, you instantly transport to a destination you select.
The destination 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 d100 and consults the table.
Familiarity | Mishap | Similar Area | Off Target | On Target |
---|---|---|---|---|
Permanent circle | — | — | — | 01–100 |
Associated object | — | — | — | 01–100 |
Very familiar | 01–05 | 06–13 | 14–24 | 25–100 |
Seen casually | 01–33 | 34–43 | 44–53 | 54–100 |
Viewed once | 01–43 | 44–53 | 54–73 | 74–100 |
Description | 01–43 | 44–53 | 54–73 | 74–100 |
False destination | 01–50 | 51–100 | — | — |
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 mage’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 appear where you want to.
Off Target. You 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 200 kilometers, landed off target, and rolled a 5 and 3 on the two d10s, then you would be off target by 15 percent, or 30 kilometers. The GM 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 30 kilometers out at sea, you could be in trouble.
Similar Area. You 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 GM rerolls on the table to see where you wind up (multiple mishaps can occur, dealing damage each time).
Augment
You can transport five additional willing creatures or objects for each additional mana expended. The creatures and objects must be within 5 meters of each other when you target them. If you target an object, it must be able to fit entirely inside a 2-meter cube, and it can’t be held or carried by an unwilling creature.
Gate
concentration, 5 minutes/mana
As two actions, you create two linked teleportation portals in unoccupied spaces you can see within 100 meters of you that remain open for the duration. A circular portal, 2 meters in diameter, opens over each point.
The portals are two-dimensional glowing rings. When you cast this spell, choose whether both sides operate as a portal or if only one side does.
Any creature or object entering a portal exits from the other portal as if the two were adjacent to each other; passing through a portal from a nonportal side has no effect.
As an action on your turn, you can rotate the rings of each portal to activate or deactivate it.
The portal is stable enough for energy such as alchemical explosions or magic to pass through it.
Augment
You can expend 1 additional mana to increase each portal’s diameter to 10 meters.
You can expend 2 additional mana to increase each portal’s diameter to 50 meters.
M (rare chalks and inks infused with precious gems worth 50 sp, consumed)
As you spend 1 minute to cast this spell, you draw a 2-meter diameter circle on the ground inscribed with sigils that link your location to a permanent teleportation circle of your choice whose sigil sequence you know and that is on the same plane of existence as you. A shimmering portal opens within the circle you drew and remains open until the end of your next turn. Any creature that enters the portal instantly appears within 1 meter of the destination circle or in the nearest unoccupied space if that space is occupied.
Many major temples, guilds, and other important places have permanent teleportation circles inscribed somewhere within their confines. Each such circle includes a unique sigil sequence—a string of magical runes arranged in a particular pattern. When you first gain the ability to cast this spell, you learn the sigil sequences for two destinations on the Material Plane, determined by the GM. You can learn additional sigil sequences during your adventures. You can commit a new sigil sequence to memory after studying it for 1 minute.
You can create a permanent teleportation circle by casting this spell in the same location every day for one year. You need not use the circle to teleport when you cast the spell in this way.
Augment sizes
1 mana | 2 mana | 3 mana | 4 mana | 5 mana | |
---|---|---|---|---|---|
Cone | 3 meters long | 5 meters long | 10 meters long | 10 meters long | 20 meters long |
Cylinder | 1-meter-radius, 3 meters high | 2-meter-radius, 6 meters high | 3-meter-radius, 9 meters high | 4-meter-radius, 12 meters high | 5-meter-radius, 15 meters high |
Line | 5 meters long, 1-meter wide | 5 meters long, 2-meter wide | 10 meters long, 2-meter wide | 10 meters long, 2-meter wide | 20 meters long, 2-meter wide |
Sphere | 1-meter-radius | 2-meter-radius | 3-meter-radius | 4-meter-radius | 5-meter-radius |
Wall | 5 meters long, 2 meters high, 1 meter thick | 5 meters long, 4 meters high, 1 meter thick | 10 meters long, 6 meters high, 1 meter thick | 10 meters long, 8 meters high, 1 meter thick | 20 meters long, 10 meters high, 1 meter thick |