Difference between revisions of "Teleport (spell)"

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[[File:Teleport.jpg|right|350px]]
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[[File:Teleport.jpg|right|490px]]
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'''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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{{Spelltable
 
{{Spelltable
 
| name = Teleport
 
| name = Teleport
 
| range = self
 
| range = self
 
| duration = instantaneous
 
| duration = instantaneous
| area of effect = 1 creature per level; see text
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| area of effect = 1 creature per [[Experience Level|level]]; see text
| casting time = 3 rounds
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| casting time = 3 [[Combat Round|rounds]]
 
| save = none
 
| save = none
 
| level = [[Mage 5th Level Spells|mage (5th)]]
 
| level = [[Mage 5th Level Spells|mage (5th)]]
 
}}
 
}}
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__TOC__
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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.
  
'''Teleport''' enables the caster to instantly transport to another location, with considerable accuracy if the place is familiar and with a fair probability if the place is not. Distance is not a factor, but the spell cannot be used to travel from [[Planes of Existence|one plane of existence]] to another.
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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.
  
While the caster will be able to teleport up to one creature per level, all such creatures must be held or must link hands in a chain.  While equipment that's carried can also be teleported, the weight of this equipment is limited to 100 lbs. per person.  For example, the caster would be able to teleport a horse; and a rider on the horse would be considered as a separate creature; but neither the rider or the horse could be loaded with more than 100 lbs. of weight, with the horse exempting the rider and the rider's burden when calculating the limit.
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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.
 
 
Weight over and above this limitation would be randomly left behind when the spell was cast, if it were not purposefully discarded beforehand.
 
  
 
== Probability of Success ==
 
== Probability of Success ==
'''Success''' indicates the caster has teleported to the locality desired. If the caster is familiar with the area, the teleport with bring the caster and others to the exact spot desired.
 
 
A '''miss''' indicates that the caster has missed their destination.  The distance is indicated in blocks or hexes, as indicated.  A "block" equals 145 yards; a "build hex," 1,304 yards.  The remaining hexes are more or less self-explanatory.  The number of units that the destination is missed by equals the % that the caster rolled above the number needed for success.  For example, if the caster were teleporting to a place that was seen casually, and rolled a "92," then the caster would rematerialize at a place four [[2-mile Hex Map|2-mile hexes]] from where the caster intended — in a random 360° direction.
 
 
 
{| 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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| 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  
 
|}
 
|}
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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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A '''random''' result indicates that the teleport has gone utterly awry, so that it will randomly deposit the character at some unknown place on the globe.  This will mean that the caster need to merely wait a single day before casting the spell again, though it will be inconvenient.
 
  
'''Any result''' must place the caster upon dry, solid ground or at the very least upon the deck of a ship in mid-ocean; the character could not appear in the path of a lava flow or amidst a tsunami.  However, this does not preclude the possible effects of weather where the caster might materialize, nor does it protect the caster from what unfriendlies might be encountered at the final destination, whether intended or not.
 
  
 
== Familiarity ==
 
== Familiarity ==

Revision as of 17:05, 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

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

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.



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