Teleportation and Transportation

Greetings once more, dear readers, as we venture further into the arcane wonders inscribed within my spellbook. Today, our journey transports us to the realm of teleportation spells, where the fabric of space itself is bent to the will of the conjurer. Join me as we unravel the secrets behind teleportation, explore the spells that define this art, and discern the art of wielding these enigmatic magics.

Teleportation, my curious apprentices, represents the very essence of transcendence. It is a school of conjuration magic that defies the confines of distance and time. Through the mastery of teleportation, a wizard can instantaneously traverse vast expanses, making it a formidable and versatile aspect of the arcane arts.

These spells operate on principles that remain shrouded in mystery, with their origins rooted in the manipulation of the fundamental fabric of existence. By tapping into the boundless energies of the Ethereal Plane, teleportation practitioners can vanish from one location and reappear in another with breathtaking swiftness.

What beckons wizards to embrace the path of teleportation mastery?

The allure, dear students, is the unparalleled freedom that this school of magic bestows upon its practitioners. Teleportation is the key to unlocking uncharted horizons, reaching hidden sanctuaries, and navigating a labyrinth of interconnected realms.

Wizards who specialize in teleportation gain access to a diverse array of spells that offer swift escapes, expedited travel, and the means to transport allies to safety. Whether it’s evading a dire threat or responding swiftly to an urgent call for aid, teleportation spells become an indomitable asset in a wizard’s repertoire.

As we delve deeper into our study, we find ourselves standing in awe of the renowned teleportation spells that have left their mark across myriad fantasy realms.

Misty Step: 2nd-level

Casting Time: 1 bonus action
Range: Self
Components: V
Duration: Instantaneous

With this magic, you can whisk yourself away, traveling up to 30 feet in an instant, landing gracefully in an empty spot you can lay your eyes upon.

No complicated incantations or puzzling rituals here, just a brief dance with the silvery mist, and you’re on your way. A blink, a hop, and you’re in a new place. A handy trick for the wandering soul, wouldn’t you say?


Dimension Door: 4th-level

Casting Time: 1 action
Range: 500 feet
Components: V
Duration: Instantaneous

Let Old Nan weave you a tale of wonder and magic. Picture it in your mind’s eye, a place beckoning you, and with a whisper of words, you become the master of your own transport, whisking yourself away from your current abode to any other location within your reach. Your arrival is precise, landing you squarely at your chosen destination. This place can be one you lay eyes upon, one you conjure in your mind’s eye, or even one you describe using both distance and direction, like saying, ‘200 feet straight down’ or ‘ascending northwest at a 45-degree angle for 300 feet.’

But there’s more to this magic. With a flick of your figurative wand, you can carry objects with you, as long as their weight doesn’t exceed what you can bear. Furthermore, you can transport one willing companion, no larger than yourself, along with their gear, as long as they stand within 5 feet of you when you work your spell.

However, heed this warning: Should you attempt to materialize within a spot already claimed by an object or being, dire results unfold. You and any fellow traveler face a perilous journey, enduring the lashings of 4d6 force damage, and alas, the spell shall falter in its teleportation endeavor.

So, dear readers, when you grasp the magic of teleportation, remember the wisdom of Old Nan, and tread carefully upon the paths of otherworldly travel.


Teleportation Circle: 5th-level

Casting Time: 1 minute
Range: 10 feet
Components: V, M (rare chalks and inks infused with precious gems worth 50 gp, which the spell consumes)
Duration: 1 round

In the realm of arcane mysteries, there lies a spell of conjuration that binds places across the lands. To wield this power, you etch a grand circle, spanning ten feet, upon the earth. This circle bears secret symbols, linking your current abode to a timeless portal, a permanent teleportation circle of your choosing. Such a circle must share your plane of existence, and you must have knowledge of its unique sequence of sigils.

As your incantation unfolds, a shimmering gateway emerges within the inscribed circle, lingering until the culmination of your next heartbeat. And here’s where the enchantment’s intrigue lies: any soul that steps into this portal finds themselves, in the blink of an eye, either within five feet of the destination circle or in the nearest vacant space, should it be occupied.

Throughout the land, many significant places – be they sacred temples, esteemed guilds, or other pivotal locales – house these permanent teleportation circles. Each bears a distinctive sigil sequence, an intricate arrangement of mystical runes forming a unique pattern. As you first harness this spell, you gain knowledge of the sigil sequences for two Material Plane destinations, a revelation guided by the Game Master’s hand. Yet, your travels may unravel more of these arcane secrets, granting you the ability to memorize additional sigil sequences. With but a minute of study, you can etch a new sigil sequence into your memory.

For those with a yearning to craft their own portal of perpetual transport, know that it requires the daily recitation of this spell in the same place, without fail, for an entire year. This ritual births a permanent teleportation circle, though its formation need not serve an immediate purpose.


Far Step: 5th-level

Casting Time: 1 bonus action
Range: Self
Components: V
Duration: Concentration, up to 1 minute

Imagine this: You, a nimble conjurer, stand ready. With a wink and a twist of your thoughts, you vanish from your spot, reappearing up to 60 feet away in a place your eyes have touched upon.

But here’s the twist, young’uns: it doesn’t end there. For as long as the enchantment holds, on each of your turns, you can use a swift, little bonus action to whisk yourself away once more. Blink here, blink there, as quick as a squirrel hopin’ from branch to branch.

It’s a bit of magic that’ll leave your foes scratchin’ their heads and your friends admirin’ your artful escape. So, remember this enchantment, dear hearts, for when you need to dance through danger with a twinkle in your eye.


Word of Recall: 6th-level

Casting Time: 1 action
Range: 5 feet
Components: V
Duration: Instantaneous

You and five of your closest comrades, are standing shoulder to shoulder, wrapped in the warmth of faith. With a whispered prayer, you whisk yourselves away from danger and into the loving embrace of a sacred sanctuary.

Now, there’s a twist to this tale, mind you. Before all this teleportation business can happen, you must have prepared a sanctuary – a place holy and dear to your heart. It could be a temple, a shrine, or any sacred space devoted to your chosen deity. Without that sanctified spot, your magic won’t budge.

So, you see, my dears, this magic is a testament to faith and devotion. It’s a lifeline to safety, but only if you’ve tended to the sacred ground first. Keep your hearts pure, and your sanctuaries ready, and you’ll have a divine escape at your fingertips.


Arcane Gate: 6th-level

Casting Time: 1 action
Range: 500 feet
Components: V, S
Duration: Concentration, up to 10 minutes

You, a conjurer of secrets, is standing at the heart of it all. With a wave of your hand and a whisper of incantations, you conjure two mystical portals.

One appears close enough to touch, just within 10 feet of where you stand, while the other, a distant cousin, forms up to 500 feet away. These portals, my dears, are like glowing rings, each 10 feet across and hovering right above the ground. A thin veil of mist swirls within them.

Now, here’s where the magic truly happens. A creature or object that ventures into one of these portals emerges from the other as if the two spots were side by side. A shortcut through the weave of reality, if you will. But mind you, attempting to open a portal where someone or something already stands? That’s a recipe for disappointment. The spell shall fizzle, and your magic will be spent.

And here’s the twist, dear readers: these magical rings are a bit shy. They reveal themselves to the world only from one side, your choice. The other side remains veiled, hiding what lies beyond. But fear not, for you hold the reins of control. With a mere thought, you can spin these rings around, showing their hidden faces to the world as a bonus to your magical prowess. A tool for clever wizards to traverse the lands or for daring adventurers to outwit their foes.


Teleport: 7th-level

Casting Time: 1 action
Range: 10 feet
Components: V
Duration: Instantaneous

In the annals of mystic arts, my dearies, there exists a spell that can whisk you and up to eight willing companions or a single object away to a chosen destination. The object, if selected, must fit within a modest 10-foot cube and must not be clutched by an unwilling soul. But the destination, my dear, is where the tale takes its intriguing turn.

The location you yearn to reach must be familiar to you and rest upon the same plane as your current abode. Your degree of intimacy with the place determines your success in this endeavor.

The Game Master shall consult a mystical chart, guided by your familiarity with the destination:

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
  • Permanent Circle: A location marked by a permanent teleportation circle with a known sigil sequence.
  • Associated Object: Possession of an object from the desired place within the last half-year, like a wizard’s tome, royal linens, or a shard from a lich’s hidden tomb.
  • Very Familiar: A place you’ve frequented often, studied diligently, or can see when casting the spell.
  • Seen Casually: Spots you’ve glimpsed more than once but without a deep connection.
  • Viewed Once: A location you’ve glimpsed once, perhaps through magic.
  • Description: A place you know by another’s account or from a map.
  • False Destination: A spot that exists only in illusion or memory.

The enchantment’s effects manifest as follows:

  • On Target: A successful arrival at your desired destination.
  • Off Target: A deviation from your mark, landing you at a random distance and direction from the intended spot. The degree of deviation is determined by a pair of ten-sided dice. For example, if you aimed for a point 120 miles away, veered off by 15 percent, you’d find yourself 18 miles off course. The direction of this detour is chosen randomly, resembling the roll of an eight-sided die, associating numbers with compass points.
  • Similar Area: Instead of reaching your exact target, you find yourself in an analogous locale, either visually or thematically akin to your desired place. For instance, if your destination was your own laboratory, you might end up in another wizard’s workspace or an alchemical emporium brimming with familiar instruments. Essentially, you materialize in the nearest kindred location, and since the spell possesses boundless range, this might place you anywhere on the plane.
  • Mishap: The most unfortunate outcome. The spell’s capricious nature subjects each teleporting entity (or the target object) to 3d10 forceful harm. After this ordeal, the Game Master reconsiders your journey and rerolls on the table to determine where you eventually emerge. Beware, for multiple mishaps can unfold, inflicting further harm with each misstep in your teleportation.

Gate: 9th-level

Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a diamond worth at least 5,000 gp)
Duration: Concentration, up to 1 minute

Ah, my curious learners, allow me to unravel the mysteries of planar travel for you. With this spell, you shall conjure a portal, a wondrous gateway that links our world to distant planes of existence. Picture it as a circular opening, which you may craft to be anywhere from 5 to 20 feet in diameter. You possess the power to decide its direction and orientation. This portal shall remain open for the duration of your spell.

Now, this portal has two faces, one on each plane it connects. To journey through it, one must enter through the front on our plane. The moment you do so, you are whisked away to the other side, emerging in the nearest unoccupied spot.

However, heed this caution, my dear ones: Deities and other mighty beings who rule over these planes have the ability to block such portals from opening in their presence or within their domains.

But there is a remarkable twist to this spell. As you cast it, you may utter the name of a specific creature – mind you, it must be the creature’s true name, not a nickname or alias. If this creature happens to dwell on a different plane, your portal will manifest near them, drawing them through to the nearest vacant spot on our side. Yet, do not be deceived, for this does not grant you control over the creature. They remain free to act as they see fit, guided only by the whims of the Game Master. They may choose to leave, extend a hand in aid, or even turn hostile, but such matters rest in the hands of fate.

Guidance on Using Teleportation Spells

The mastery of teleportation spells is a feat that requires not only wisdom but also responsibility. Here are some considerations when wielding these arcane arts:

  1. Precise Visualization: When casting teleportation spells, having a vivid mental image of the destination is paramount. Vague or uncertain intentions can lead to missteps or even disastrous results.
  2. Cautious Exploration: It is wise to begin teleportation experimentation with known locations before venturing into uncharted territory. Understanding the mechanics of the spell is crucial for safety.
  3. Willing Participants: Teleportation spells usually require willing participants. Teleporting an unwilling creature can lead to dire consequences, as the magic resists such endeavors.
  4. Beware of Interference: Interference from anti-magic fields, strong magical wards, or extraplanar disturbances can disrupt teleportation spells. Always assess the magical conditions of your surroundings.
  5. Emergency Escape: Teleportation spells are excellent for escaping dire situations. Keep one prepared when embarking on perilous quests, as a swift exit can be a lifesaver.

With these insights and precautions, you are better equipped to embark on your own journeys through the realms of teleportation magic. Remember that responsibility and practice are the keys to unlocking the full potential of these mystical spells. Until our next exploration, may your teleportation be swift and your destinations true.

 

Yours in the art of transcendence,

Old Nan