


Mishaps and Similar Area rolls can put you suddenly in a completely new adventure and problem. What makes the spell so fun to play with, though, is the degrees of success attached to it. Access to Teleport means access to every location you’ve ever heard of, no matter the distance, in the blink of an eye. Teleport is instantaneous mass evacuation, the best tool for exploration on a single plane, and one of the culprits in the upper tiers of play for removing the entire survival pillar from the game.
#Tome of teleport 5e full#
On days like that, when the smell of fetid water full of floated, bloated dead rats just isn’t the mood, take a one trip literally anywhere else, courtesy of Teleport! Review by Samuel West, Twitter: days you wake up in the middle of a gruesome crypt, surrounded by death and decay, and that just isn’t doing it for you. 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).

Mishap. The spell’s unpredictable magic results in a difficult journey. 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. 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. Similar Area. You and your group (or the target object) wind up in a different area that’s visually or thematically similar to the target area. If you were teleporting to a coastal city and wound up 18 miles out at sea, you could be in trouble. 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. For example, if you tried to travel 120 miles, landed off target, and rolled a 5 and 3 on the two d10s, then you would be off target by 15 percent, or 18 miles. Distance off target is 1d10 × 1d10 percent of the distance that was to be traveled. Off Target. You and your group (or the target object) appear a random distance away from the destination in a random direction. On Target. You and your group (or the target object) appear where you want to. 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.

“False destination” is a place that doesn’t exist. “Description” is a place whose location and appearance you know through someone else’s description, perhaps from a map. “Viewed once” is a place you have seen once, possibly using magic. “Seen casually” is someplace you have seen more than once but with which you aren’t very familiar. “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. “Associated object” means that you possess an object taken from the desired destination within the last six months, such as a book from a wizard’s library, bed linen from a royal suite, or a chunk of marble from a lich’s secret tomb. Familiarity. “Permanent circle” means a permanent teleportation circle whose sigil sequence you know.
