Spell Reference All Spells

Teleport

7th-level · Conjuration

Source 5e 2024 Rules

Casting Time
Action
Range
10 feet
Duration
Instantaneous
Components
V
Source Information
Combat Reference
Damage
1d100
Target
1 creature
Description

This spell instantly transports you and up to eight willing creatures that you can see within range, or a single object that you can see within range, to a destination you select. If you target an object, it must be Large or smaller, and it can't be held or carried by an unwilling creature. The destination you choose 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 1d100 and consults the Teleportation Outcome table and the explanations after it.

Familiarity Mishap Similar Area Off Target On Target
Permanent circle — — — 01–00
Linked object — — — 01–00
Very familiar 01–05 06–13 14–24 25–00
Seen casually 01–33 34–43 44–53 54–00
Viewed once or described 01–43 44–53 54–73 74–00
False destination 01–50 51–00 — —
  • "Permanent circle" means a permanent teleportation circle whose sigil sequence you know.
  • "Linked object" means you possess an object taken from the desired destination within the last six months, such as a book from a wizard's library.
  • "Very familiar" is a place you have visited often, a place you have carefully studied, or a place you can see when you cast the spell.
  • "Seen casually" is a place you have seen more than once but with which you aren't very familiar.
  • "Viewed once or described" is a place you have seen once, possibly using magic, or a place 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 location that no longer exists.

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).

Similar Area. You and your group (or the target object) appear in a different area that's visually or thematically similar to the target area. You appear in the closest similar place. If you are heading for your home laboratory, for example, you might appear in another person's laboratory in the same city.

Off Target. You and your group (or the target object) appear 2d12 miles away from the destination in a random direction. Roll 1d8 for the direction: 1, east; 2, southeast; 3, south; 4, southwest; 5, west; 6, northwest; 7, north; or 8, northeast.

On Target. You and your group (or the target object) appear where you intended.

About Teleport

Teleport is a Level 7 level spell from the school of Conjuration.

This spell has a casting time of action , and a range of 10.0 ft (3 m) . It has a duration of Instantaneous.

Casting Tips

1 tips

Consider these tips when casting this spell:

  • Tactical Use: High-level spell with game-changing potential. Reserve for climactic moments or major plot points.

School of Magic: Conjuration

Learn more

Conjuration spells create objects, creatures, or open portals to other locations.

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