Conjuration Action: See text Components: V,S,M Duration: Instantaneous Spell Lists: Alchemy,Arcane,Divine,Nature,Psychic Levels: 2,4,6,8,10
The Teleport spell allows the caster to transport themselves,
creatures, and objects to a location they can visualize or have
memorized. As the caster gains levels, the range of the spell increases,
both in terms of how far they can teleport objects and creatures
(Teleportation Distance) and how far they can acquire targets for
teleportation (Acquisition Range). The spell also evolves to offer
large-scale zone teleportation, interplanar travel, and more complex
abilities.
Level 2: Solo Teleport
At level 2, the caster can teleport themselves to any visible
location or a spot they have seen in the last 5 minutes + 1 minute per
point of Intelligence.
Casting time: 1 tick
Teleportation Distance: 20ft + 5ft per caster level (CL).
Acquisition Range: Self (no acquisition range, as this is a solo
teleport).
Level 4: Teleport an Ally or
Enemy
At level 4, the spell's power grows, allowing the caster to teleport
one touched ally, enemy, or a large object to a distant location.
Unwilling creatures may resist with a Will save. The caster's own
teleportation is optional.
Casting time: 2 ticks
Teleportation Distance: 500ft + 50ft per CL.
Acquisition Range: Touch.
Free Post-Teleport Action: After teleporting, the caster can take a
free attack or general action.
Spatial Instability: Introduced at this level.
Level 6: Targeted or Zone
Teleport
At level 6, the caster unlocks two modes of teleportation:
Targeted Teleport and Zone Teleport.
The Targeted Teleport allows the caster to acquire and teleport multiple
creatures or objects, while the Zone Teleport can move everything in a
selected radius. The caster's own teleportation is optional.
Casting time: 2 ticks
Teleportation Distance: 500 miles per caster level.
Acquisition Range: Close (30ft + 5ft per CL).
Targeted Teleport: The caster can teleport 1 ally, enemy, or object
per caster level (maximum of 2 enemies). Objects up to huge size may be
teleported.
Zone Teleport: Everything within a 20ft radius from the caster is
teleported. The caster can choose which objects and creatures are
affected. The object size limit for zone teleportation is huge.
Free Post-Teleport Action: After teleporting, the caster can take a
free attack or general action.
Spatial Instability: Continues from previous level.
Level 8: Expanded
Targeted or Zone Teleport
At level 8, the spell's capabilities expand significantly. Both
Targeted Teleport and Zone Teleport are more powerful, with a wider
range and ability to affect larger objects. The caster's own
teleportation is optional.
Casting time: 2 ticks
Teleportation Distance: Unlimited range, including across
planes.
Acquisition Range: Medium (150ft + 50ft per CL).
Targeted Teleport: The caster can teleport 1 ally, enemy, or object
per caster level. Objects up to gargantuan size may be teleported.
Zone Teleport: Everything in a 100ft radius from the caster is
teleported. Objects are limited to gargantuan size.
Free Post-Teleport Action: After teleporting, the caster can take a
free attack or general action.
Spatial Instability: Continues from previous levels.
Echo Teleport: Introduced at this level.
Unwilling creatures can attempt a Will save. If they fail, they
become dazed for 1 tick due to Spatial Instability. At this level, Echo
Teleport also comes into play, leaving behind an illusion of the
teleported creature or object for 1 turn, which can be detected with a
Will save.
Level 10:
Ultimate Targeted or Mass Zone Teleport
At level 10, the spell reaches its most powerful form, allowing for
massive teleportation over unlimited distances and planes. The caster's
own teleportation is optional.
Casting time: 2 ticks
Teleportation Distance: Unlimited, including between planes.
Acquisition Range: Unlimited.
Targeted Teleport: The caster can teleport up to 100 creatures or
objects per caster level, without restrictions on planes or distance.
Objects can be colossal or larger.
Zone Teleport: Everything within a 10km radius from the caster is
teleported. Objects are limited to colossal or larger in size.
Free Post-Teleport Action: After teleporting, the caster can take a
free attack or general action.
Spatial Instability: Continues from previous levels.
Echo Teleport: Continues from previous level.
As with earlier levels, unwilling creatures may resist with a Will
save. Failure results in the dazed condition due to Spatial Instability,
and Echo Teleport persists for 1 turn, providing tactical
misdirection.
Core Features
Casting Time: 1 or 2 ticks (from level 4 onward).
Post-Teleport Action: The caster can take a free general action or
attack immediately after teleporting.
Will Save (Unwilling Targets): Non-consenting creatures may attempt
a Will save to resist teleportation.
Spatial Instability (Level 4+): Failing a Will save results in dazed
for 1 tick.
Echo Teleport (Level 8+): Leaves behind an illusion of the
teleported creature or object for 1 turn, detectable via Will save.
Zone Teleport Object Limits: Zone teleports are limited by object
size (huge, gargantuan, or colossal depending on the level).