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For other teleport spells, see Teleport Spells.

When this spell is used, the wizard instantly transports himself, along with a certain amount of additional weight that is on or being touched by the spellcaster, to a well-known destination. Distance is not a factor, but interplanar travel is not possible by means of a teleport spell. The spellcaster is able to teleport a maximum weight of 250 pounds, plus an additional 150 pounds for each level of experience above the 10th (a 13th-level wizard can teleport up to 700 pounds). If the destination area is very familiar to the wizard (he has a clear mental picture due to previous proximity to and study of the area), it is unlikely that there is any error in arriving, although the caster has no control over his facing upon arrival. Lesser known areas (those seen only magically or from a distance) increase the probability of error. Unfamiliar areas present considerable peril (see table).

Probability of Teleporting:
Destination is: High On
Target
Low
Very familiar 01-02 03-99 00
Studied carefully 01-04 05-98 99-00
Seen casually 01-08 09-96 97-00
Viewed once 01-16 17-92 93-00
Never seen 01-32 33-84 85-00

Teleporting high means the wizard arrives 10 feet above the ground for every 1% he is below the lowest “On Target” probability; this could be as high as 320 feet if the destination area was never seen. Any low result means the instant death of the wizard if the area into which he teleports is solid. A wizard cannot teleport to an area of empty space—a substantial surface must be there, whether a wooden floor, a stone floor, natural ground, etc. Areas of strong physical or magical energies may make teleportation more hazardous or even impossible.

High-Level Campaigns Book Rules[]

Teleport: Regular use of this spell is very dangerous, as there is a slim chance that there can be an error even if the caster travels to well-known locations. Additional notes regarding the definition of a well-known location are found under the teleport without error listing.

Even minor alterations to a site can affect the caster's knowledge of a location. For example, Rozmare has spent many hours in her study, and the DM allows her to use the “very familiar” category when determining how accurate her teleport spells are when her study is the destination. If a rival breaks in and rearranges the furniture, however, Rozmare's knowledge falls to “studied carefully” or worse because she is not as familiar with the way things are currently arranged. If the intruder removed all the furniture and filled the study with boulders, Rozmare's knowledge falls to the “never seen” category.

Some players might attempt elaborate precautions to protect their characters from the disastrous effects of failed teleport spells; as the DM, you should not discourage such efforts, but keep the following in mind:

A teleport spell requires a firm surface as a destination. The caster cannot choose to appear in the air or in a pool of water to avoid teleporting low. It is possible, however to teleport to a firm surface with a space or water underneath. If a teleporting character arrives low, roll 1d100 to see how many yards below the surface the caster's feet land. Note that a low teleport is always fatal if the caster arrives within any solid object no matter how thin or flimsy the object is; teleporting low into a pile of feathers is just as deadly as teleporting into rock. Teleporting low into water is not immediately fatal, but the character still might drown if he can't hold his breath until he reaches the surface.

A permanent teleport spell affects a single object with a volume of no more than 1,000 cubic feet (a 10-foot cube) or an area no larger than 400 square feet (20 feet square). The caster names the destination and rolls once for accuracy. The destination cannot be changed once set. The caster can assign a command word or non-verbal triggering device if he desires. This can be as simple or complex as the caster desires; see the magic mouth spell description in the Player's Handbook for limitations. If no command or trigger is set, anyone passing through the area or touching the object is teleported.

Usually, only one creature can be teleported each round. It is possible to have several creatures teleport simultaneously provided they are touching the first creature to trigger the teleport and the additional creatures and their equipment do not exceed the spell's weight limit, which is the same as the caster's weight limit at the time the original spell was cast.

If a permanent teleport spell is inaccurate, both the permanency and the teleport spell fail, but the caster can attempt a system shock roll to avoid losing a point of Constitution. If this option is in play, the caster also might be allowed to set multiple destinations with the same permanent teleport spell. The caster must name a different trigger for each destination and roll for accuracy each time a trigger is set.

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