As an action, you teleport up to 20 meters to an unoccupied space that you can see.
You can bring along objects you are touching that aren’t worn or carried by another creature as long as their weight doesn’t exceed what you can carry.
If you teleport 5 meters or less, you can make a melee weapon attack against a creature. On a hit, add 2d10 damage to the attack’s damage roll.
If you miss by 4 or less, add half as much damage.
You can teleport an additional 100 meters for each additional mana or psi expended.
You can increase the damage by 4d10 for each additional mana or psi expended.
Joint Teleport. You can bring two additional willing creatures you touch with you for each additional mana or psi expended. The creatures must be within one size category of you, must not be encumbered, and must be within 1 meter of you when you cast this spell.
There and Back Again. You can expend 1 additional mana or psi at the end of your turn to teleport back to the spot you occupied before teleporting, unless it is now occupied or on a different plane of existence.
Dimension Door. You can expend 1 additional mana or psi to teleport up to 100 meters to a place you can see, a place you can visualize, or a place you can describe by stating distance and direction, such as “20 meters straight downward” or “upward to the northwest at a 45° angle, 100 meters.” If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 4d6 force damage, and the spell fails to teleport you.
Continuous Teleport. You can expend 2 additional mana or psi to change the duration to 1 minute/mana or psi and on each of your turns before the spell ends, you can use an action to teleport in this way again.