Difference between revisions of "Teleport (spell)"

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[[File:Teleport.jpg|right|490px]]
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[[File:Teleport.jpg|right|490px|thumb|]]
 
'''Teleport''' is a spell that allows the caster to instantly transport themselves and others to a specified location with significant precision, depending on the caster's familiarity with the destination. The distance between the starting point and the destination is irrelevant, as long as both locations exist within the same [[Planes of Existence|plane of existence]]. The spell cannot be used to traverse planes, limiting its utility to the caster's current realm.
 
'''Teleport''' is a spell that allows the caster to instantly transport themselves and others to a specified location with significant precision, depending on the caster's familiarity with the destination. The distance between the starting point and the destination is irrelevant, as long as both locations exist within the same [[Planes of Existence|plane of existence]]. The spell cannot be used to traverse planes, limiting its utility to the caster's current realm.
  
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== Probability of Success ==
 
== Probability of Success ==
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'''Success''' signifies that the caster and any others being teleported arrive at the precise location desired. If the caster is familiar with the destination, the spell ensures arrival at the exact spot intended, provided the teleportation roll succeeds.
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A '''miss''' occurs when the teleportation roll fails, causing the caster to deviate from their intended destination. The distance missed is determined in blocks or hexes, depending on the map scale being used. A "block" equals 145 yards, while a "build hex" measures 1,304 yards. Other hex sizes, such as [[2-mile Hex Map|2-mile hexes]], are similarly scaled and self-explanatory. The distance of the miss is calculated based on the percentage by which the caster’s roll exceeds the success threshold.
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For example, if the caster is attempting to teleport to a location that was "seen casually" and requires a roll of 88% or less for success, but rolls a "92," the result exceeds the threshold by 4%. This means the caster and their group would rematerialize four [[2-mile Hex Map|2-mile hexes]] away from the intended location. The direction of the miss is determined randomly, using a 360° scale to indicate where the caster appears relative to the target.
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Such deviations can lead to unexpected and potentially hazardous situations, as the new location may be unknown, unsafe, or inaccessible. It is important for the caster to account for these risks, particularly when teleporting to destinations with which they have limited familiarity. Proper preparation and an understanding of the teleportation mechanics are critical for reducing the likelihood and consequences of a miss.
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{| class="wikitable" style="float:left; margin-right: 15px; text-align: center; background-color:#d4f2f2;"
 
{| class="wikitable" style="float:left; margin-right: 15px; text-align: center; background-color:#d4f2f2;"
|-
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|+Teleportation Success Table
 
! rowspan="2"|Familiarity of<br>Destination !! colspan="4"|Probability of Teleporting
 
! rowspan="2"|Familiarity of<br>Destination !! colspan="4"|Probability of Teleporting
 
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| Never seen || 01-52 || 53-84 || [[20-mile Hex Map|20-mile hex]] || 85-00  
 
| Never seen || 01-52 || 53-84 || [[20-mile Hex Map|20-mile hex]] || 85-00  
 
|}
 
|}
'''Success''' signifies that the caster and any others being teleported arrive at the precise location desired. If the caster is familiar with the destination, the spell ensures arrival at the exact spot intended, provided the teleportation roll succeeds.
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A '''random''' result occurs when the teleportation has gone completely awry, depositing the caster and their companions at an entirely unknown location somewhere on the globe. The destination is determined randomly, with no connection to the intended target or the caster's familiarity with the desired location. While this result may be highly inconvenient, the caster can simply wait a single day to regain their magical energy and attempt the spell again.
 
 
A '''miss''' occurs when the teleportation roll fails, causing the caster to deviate from their intended destination. The distance missed is determined in blocks or hexes, depending on the map scale being used. A "block" equals 145 yards, while a "build hex" measures 1,304 yards. Other hex sizes, such as [[2-mile Hex Map|2-mile hexes]], are similarly scaled and self-explanatory. The distance of the miss is calculated based on the percentage by which the caster’s roll exceeds the success threshold.
 
 
 
For example, if the caster is attempting to teleport to a location that was "seen casually" and requires a roll of 88% or less for success, but rolls a "92," the result exceeds the threshold by 4%. This means the caster and their group would rematerialize four [[2-mile Hex Map|2-mile hexes]] away from the intended location. The direction of the miss is determined randomly, using a 360° scale to indicate where the caster appears relative to the target.
 
 
 
Such deviations can lead to unexpected and potentially hazardous situations, as the new location may be unknown, unsafe, or inaccessible. It is important for the caster to account for these risks, particularly when teleporting to destinations with which they have limited familiarity. Proper preparation and an understanding of the teleportation mechanics are critical for reducing the likelihood and consequences of a miss.
 
 
 
 
 
  
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'''Any result''' of the teleport spell must place the caster and their companions on dry, solid ground, or, if appropriate, on a stable surface such as the deck of a ship at sea. The spell will not cause the caster to materialize in an inherently lethal environment, such as the middle of a lava flow, the heart of a tsunami, or beneath the ocean’s surface. However, while these safeguards prevent immediate, unavoidable death, they do not guarantee the caster’s safety.
  
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The spell does not account for weather conditions at the destination, meaning the caster could still arrive in the midst of a violent storm, freezing tundra, or blistering desert. Additionally, the teleport spell provides no protection against hostile encounters upon arrival. The destination—whether intended, missed, or random—may place the caster in the presence of unfriendlies, dangerous wildlife, or in the heart of an enemy stronghold. This unpredictability underscores the risks involved in teleportation, particularly when used to reach unfamiliar locations or in moments of desperation. Proper planning and readiness for unexpected outcomes are essential to safely navigating the potential hazards of the teleport spell.
  
 
== Familiarity ==
 
== Familiarity ==

Revision as of 17:07, 28 January 2025

Teleport.jpg

Teleport is a spell that allows the caster to instantly transport themselves and others to a specified location with significant precision, depending on the caster's familiarity with the destination. The distance between the starting point and the destination is irrelevant, as long as both locations exist within the same plane of existence. The spell cannot be used to traverse planes, limiting its utility to the caster's current realm.

Teleport
Range self
Duration instantaneous
Area of Effect 1 creature per level; see text
Casting Time 3 rounds
Saving Throw none
Level mage (5th)

The caster is capable of teleporting one creature per level of experience, including themselves. All creatures being teleported must be physically connected, either held by the caster or linked in a chain by hand. Equipment carried by the teleporting creatures is also transported, but this is subject to a strict weight limitation of 100 pounds per person. For example, the caster could teleport a horse, which would be treated as one creature. If the horse is ridden, the rider would count as a separate creature, and the combined equipment carried by both the horse and the rider could not exceed 100 pounds per individual. However, the rider and their equipment are not included in the horse's weight limit for the purpose of the spell.

If the combined weight of any creature and its equipment exceeds the maximum weight limit, the excess weight will be left behind. The spell will discard this excess randomly unless the caster or the teleported individuals take deliberate action to remove or redistribute the weight before casting the spell. As such, careful preparation is critical to ensure the successful transport of essential items.

Teleportation success relies heavily on the caster's knowledge of the destination. Familiar locations are much more likely to result in accurate arrival, while teleporting to an unfamiliar or poorly visualized location carries an increased risk of error. Mistakes in teleportation may result in arrival at an unintended location, with potentially hazardous consequences depending on the circumstances of the spell's use. Proper planning and an understanding of the spell's limitations are crucial to avoiding mishaps during its execution.

Probability of Success

Success signifies that the caster and any others being teleported arrive at the precise location desired. If the caster is familiar with the destination, the spell ensures arrival at the exact spot intended, provided the teleportation roll succeeds.

A miss occurs when the teleportation roll fails, causing the caster to deviate from their intended destination. The distance missed is determined in blocks or hexes, depending on the map scale being used. A "block" equals 145 yards, while a "build hex" measures 1,304 yards. Other hex sizes, such as 2-mile hexes, are similarly scaled and self-explanatory. The distance of the miss is calculated based on the percentage by which the caster’s roll exceeds the success threshold.

For example, if the caster is attempting to teleport to a location that was "seen casually" and requires a roll of 88% or less for success, but rolls a "92," the result exceeds the threshold by 4%. This means the caster and their group would rematerialize four 2-mile hexes away from the intended location. The direction of the miss is determined randomly, using a 360° scale to indicate where the caster appears relative to the target.

Such deviations can lead to unexpected and potentially hazardous situations, as the new location may be unknown, unsafe, or inaccessible. It is important for the caster to account for these risks, particularly when teleporting to destinations with which they have limited familiarity. Proper preparation and an understanding of the teleportation mechanics are critical for reducing the likelihood and consequences of a miss.

Teleportation Success Table
Familiarity of
Destination
Probability of Teleporting
Success Miss Unit Random
Very familiar 01-97 98-99 block 00
Passing acquaintance 01-94 95-98 build hex 99-00
Visited 01-88 89-96 2-mile hex 97-00
Viewed once 01-76 77-92 6-mile hex 93-00
Never seen 01-52 53-84 20-mile hex 85-00

A random result occurs when the teleportation has gone completely awry, depositing the caster and their companions at an entirely unknown location somewhere on the globe. The destination is determined randomly, with no connection to the intended target or the caster's familiarity with the desired location. While this result may be highly inconvenient, the caster can simply wait a single day to regain their magical energy and attempt the spell again.

Any result of the teleport spell must place the caster and their companions on dry, solid ground, or, if appropriate, on a stable surface such as the deck of a ship at sea. The spell will not cause the caster to materialize in an inherently lethal environment, such as the middle of a lava flow, the heart of a tsunami, or beneath the ocean’s surface. However, while these safeguards prevent immediate, unavoidable death, they do not guarantee the caster’s safety.

The spell does not account for weather conditions at the destination, meaning the caster could still arrive in the midst of a violent storm, freezing tundra, or blistering desert. Additionally, the teleport spell provides no protection against hostile encounters upon arrival. The destination—whether intended, missed, or random—may place the caster in the presence of unfriendlies, dangerous wildlife, or in the heart of an enemy stronghold. This unpredictability underscores the risks involved in teleportation, particularly when used to reach unfamiliar locations or in moments of desperation. Proper planning and readiness for unexpected outcomes are essential to safely navigating the potential hazards of the teleport spell.

Familiarity

Very familiar describes any location where the caster has dwelt for more than two weeks at a stretch. Passing acquaintance would mean a place where the caster adventured, or mapped, or where the caster remained for a minimum of three days. Visited would mean any place where the caster spent the night or the day, or a 12-hour period, most likely at an inn or campsite. Viewed once describes any place the caster has been, even if only for long enough to pass it by while journeying to some place, regardless of how long it was "seen." Finally, never seen describes any place the caster has not actually been.


See Natural Abilities