You must have some clear idea of the location and layout of the destination. ![]() Only objects held or in use (attended) by another person receive saving throws and spell resistance. As with all spells where the range is personal and the target is you, you need not make a saving throw, nor is spell resistance applicable to you. All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you. A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth. You may also bring one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load) or its equivalent (see below) per three caster levels. You can bring along objects as long as their weight doesn’t exceed your maximum load. This spell instantly transports you to a designated destination, which may be as distant as 100 miles per caster level. You and touched objects or other touched willing creatures Interplay.Teleport Conjuration ( Teleportation) Level: Spelljammer: AD&D Adventures in Space ( TSR, Inc.), p. ![]() Netheril: Empire of Magic ( TSR, Inc.), pp. ↑ Jeff Grubb and Andria Hayday (April 1992).↑ Richard Baker, James Wyatt (March 2004).Appendix See Also Īppearances Video Games Icewind Dale II Gamebooks Spawn of Dragonspear External links The vellum scroll was charred the inside – result of misfired magical words that heated beyond what the scroll could hold. In the Year of the Griffon, 1312 DR, a miscast scroll of teleportation was found in the smuggler caverns underneath the town of Targos following a surprise goblin attack. The spell was attributed to the Netherese arcanist Oberon in 2900 NY (−959 DR) and was originally called Oberon's teleportation. The spell required only a verbal component to be cast. It was not possible to teleport between different crystal spheres by use of this spell. The spell did not have any range limitation, but if used within a crystal sphere in the Prime Material plane, it could only take the caster to a destination within the same sphere. The teleport could occasionally result in a "mishap" of unfortunate scrambling, which injured or even killed the caster and companions. For example, a failed teleport into an armory might instead put one in a nearby blacksmith's shop where weaponry was also on display. Alternatively, they could arrive in an area that was only visually or thematically similar to the desired destination, usually the closest similar location or one with similar contents. For example, a teleport to a coastal city over hundred miles away going off-target could see the caster appearing 15 miles out to sea. There was a chance the caster would end up off target, that is, in a random direction and distance away that was a percentage of the distance traveled. Intense physical or magical energies in an area could also make a teleport more dangerous or prevent it entirely. A false destination or one no longer existing guaranteed failure. An area the caster was personally familiar with made the teleport almost guaranteed, but if they'd seen it only briefly, then it was much riskier. A more accurate mental image of the destination made the teleport more likely to be successful. The caster had to have a clear understanding of the destination, both where it was located and its probable layout. ![]() The caster could take with them objects (up to a size they could carry) and willing creatures (according to their casting potency), provided they were could touch at least one of them and all were in contact. This spell instantaneously transported the caster to a chosen location, up to some hundreds of miles away, but interplanar travel was impossible.
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