Kryx RPGThemesMonsters


Teleportation traverses great distances in a mere moment. The Teleportation theme focuses on a variety of utility related to position and travel, with some protection and damage.

Spells from the Teleportation theme allow you to teleport bits of objects and creatures away, create teleportation waypoints, teleport creatures closer to you, teleport across small and great distances, teleport chunks of ground into the sky, swap the positions of creatures, find magical gates, track down teleportation, summon distant objects, stop creatures from teleporting, create teleportation gates, and teleport back home.

Power Sources

Arcane and Psionic

Table of Contents

Teleportation feats

You can take each feat only once, unless the feat’s description says otherwise. You must meet any prerequisite specified in a feat to take that feat. If you ever lose a feat’s prerequisite, you can’t use that feat until you regain the prerequisite.

Prerequisites: You know the teleport spell

You gain the ability to step from one place to another. As a bonus action while not grappled, incapacitated, or restrained, you can teleport up to half your walking speed to an unoccupied space you can see, consuming an amount of movement equal to the distance traveled.

Teleportation spells

As an action, you can teleport an object within 9 meters to your hand. The object must be neither held nor carried and it must weigh no more than 2.25 kilograms and its longest dimension must be 90 centimeters or less.


The maximum weight of objects that you can target with this spell increases by 2.25 kilograms, and the longest dimension increases by 90 centimeters when you reach 5th level (4.5 kilograms, 1.85 meters), 9th level (7 kilograms, 2.75 meters), 13th level (9 kilograms, 3.75 meters), and 17th level (11 kilograms, 4.5 meters).

As an action, your mere touch can disperse the surface material of a foe or object, sending a tiny portion of it far away. Make a melee spell attack against the target.

On a hit, the target takes 1d8 force damage.


This spell’s damage increases by 1d8 when you reach 5th level (2d8), 9th level (3d8), 13th level (4d8), and 17th level (5d8).

4 hours/mana

As an action, you create an invisible, intangible teleportation anchor in a 1.5-meters cube you can see within 35 meters of you. For the duration, whenever you teleport, you can instead teleport to the anchor, even if you can’t see it, but it must be within range of the teleportation ability.

concentration, 1 minute/mana

As a bonus action, you bind a creature, preventing it from leaving your side. Choose a creature that you can touch or see within 18 meters to be affected. While affected by this spell, if the target is more than 1.5 meters away from you at the start of your turn it must make a Will saving throw.

On a failed save, the creature is teleported to a space within 1.5 meters of you.

On a successful save, the spell ends.

As a reaction, which you take when you are hit by an attack, you can teleport to avoid the attack. Until the start of your next turn, including against the triggering attack, you have a +2 bonus to Defense. You can then teleport up to 3 meters to an unoccupied space you can see that you occupied since the start of your last turn.


You can expend 1 additional mana to increase the bonus by 2.

As a bonus action, you teleport up to 9 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.

You can augment this spell with the following options, expending mana for each option.
  • You can teleport up to an additional 18 meters for each additional mana expended.

  • Joint Teleport. You can bring two additional willing creatures you touch with you for each additional mana expended. The creature must be one size larger than you or smaller who is not encumbered and must be within 1.5 meters of you when you cast this spell.

  • There and Back Again. You can expend 1 additional mana 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.

  • Teleporting Strike. You can expend 1 additional mana so you can make one melee weapon attack, before or after teleporting.

  • Dimension Door. You can expend 1 additional mana so you do not need to see the space you teleport to. It can be a place you can visualize or one you can describe by stating distance and direction, such as “30 meters straight downward” or “upward to the northwest at a 45° angle, 45 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 to change the duration to 1 minute/mana and on each of your turns before the spell ends, you can use a bonus action to teleport in this way again.

As a bonus action, you can choose any two creatures that you can touch or see within 35 meters. The creatures must be within 9 meters of each other when you target them. The two creatures teleport, swapping places. An unwilling target can make a Will saving throw, and if it succeeds, it is unaffected by this spell and the creatures do not teleport. This ability fails if either creature can’t fit in the destination space.

You can augment this spell with the following options, expending mana for each option.
  • The creatures can be an additional 9 meters apart for each additional mana expended.

  • Reposition. You can expend 1 additional mana to instantly reposition a number of creatures equal to the mana expended that you can touch or see within 35 meters to another space within 35 meters. A creature can’t be teleported to a space harmful to it, such as a body of lava or midair if it can’t fly. An unwilling target can make a Will saving throw, and if it succeeds, it is unaffected by this spell.

As a reaction, which you take when you detect a teleportation within 35 meters, you can halt incoming and outgoing teleportation attempts that occur within 35 meters. A creature teleporting in or teleporting out must succeed on a Will saving throw or have its teleporation delayed until the start of its next turn. At the start of its next turn it repeats the Will saving throw or its teleportation is canceled by you.


As you spend 1 minute to cast this spell, you touch an object weighing 4.5 kilograms or less whose longest dimension is 1.85 meters or less. The spell leaves an invisible mark on its surface.

At any time thereafter, you can use a bonus action to speak the item’s name. The item instantly appears in your hand regardless of physical or planar distances, and the spell ends.

If another creature is holding or carrying the item, speaking the item’s name doesn’t transport the item to you, but instead you learn who the creature possessing the object is and roughly where that creature is located at that moment.

Dispel magic or a similar effect ends this spell’s effect.

As an action, you sense the direction and general distance to the nearest teleportation circle, gate, or other effect which magically connects two different locations within 1.6 kilometers of you.

Locate gate can be blocked by spells like nondetection, if the effect originates from a specific object or creature, or by any intervening area that is dimensionally warded (such as by forbiddance). It isn’t blocked by lead, water, or other physical environmental conditions.

1 minute/mana

As an action, you can detect the origin point or termination point of any teleportation effect within 18 meters of you. Further, you can detect the lingering traces of any teleportation effect that occurred up to 1 hour previously, in the same fashion. You know, to the nearest 10 minutes, when the teleportation effect occurred.

Whenever you detect a teleportation effect, you can study that origin point or termination point as an action. If you do, you make an ability check using your spellcasting ability. The DC equals 10 + the mana expended. You have disadvantage if the effect occurred more than 1 minute ago.

On a success, you gain a glimpse of the teleportation effect’s termination point (if you detected an origin point) or origin point (if you detected a termination point). This glimpse lasts long enough for you to get a brief look at the area, but not long enough to scrutinize it in detail.

You can’t retry the ability check, even if you cast trace teleport again.

As an action, you teleport entire chunks of the earth or stone 15 meters into the air, where they fall onto the targets below at a point you choose within 35 meters. Each creature in a sphere centered on that point must make a Reflex saving throw. A target takes 5d6 bludgeoning damage on a failed save, or half as much damage on a successful one.

In addition, the ground in the affected area becomes difficult terrain until cleared. Each 1.5-meters-square portion of the area requires at least 1 minute to clear by hand.


You can increase the damage by 2d6 for each additional mana expended.

As an action, you instantly teleport to a previously designated sanctuary. You appear in the nearest unoccupied space to the spot you designated when you prepared your sanctuary (see below). If you cast this spell without first preparing a sanctuary, the spell has no effect.

You must designate a sanctuary by casting this spell within a location.


Up to four willing creatures can be transported with you for each additional mana expended. The creatures must be within 9 meters of each other when you target them.

As an action, you instantly transport to a destination you select.

The destination you choose must be known to you, and it must be on the same plane of existence as you. Your familiarity with the destination determines whether you arrive there successfully. The GM rolls d100 and consults the table.

FamiliarityMishapSimilar AreaOff TargetOn Target
Permanent circle01–100
Associated object01–100
Very familiar01–0506–1314–2425–100
Seen casually01–3334–4344–5354–100
Viewed once01–4344–5354–7374–100
False destination01–5051–100

Familiarity. “Permanent circle” means a permanent teleportation circle whose sigil sequence you know.

“Associated object” means that you possess an object taken from the desired destination within the last six months, such as a book from a mage’s library, bed linen from a royal suite, or a chunk of marble from a lich’s secret tomb.

“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.

“Seen casually” is someplace you have seen more than once but with which you aren’t very familiar.

“Viewed once” is a place you have seen once, possibly using magic.

“Description” is a place whose location and appearance you know through someone else’s description, perhaps from a map.

“False destination” is a place that doesn’t exist. 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.

On Target. You appear where you want to.

Off Target. You appear a random distance away from the destination in a random direction. Distance off target is 1d10 × 1d10 percent of the distance that was to be traveled. For example, if you tried to travel 195 kilometers, landed off target, and rolled a 5 and 3 on the two d10s, then you would be off target by 15 percent, or 30 kilometers. 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. If you were teleporting to a coastal city and wound up 30 kilometers out at sea, you could be in trouble.

Similar Area. You wind up in a different area that’s visually or thematically similar to the target area. 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. 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.

Mishap. The spell’s unpredictable magic results in a difficult journey. 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).


You can transport four additional willing creatures or objects for each additional mana expended. The creatures and objects must be within 9 meters of each other when you target them. If you target an object, it must be able to fit entirely inside a 3-meters cube, and it can’t be held or carried by an unwilling creature.

concentration, 5 minutes/mana

As an action, you create linked teleportation portals that remain open for the duration. Choose two points on the ground that you can see, one point within 9 meters of you and one point within 90 meters of you. A circular portal, 3 meters in diameter, opens over each point. If the portal would open in the space occupied by a creature, the spell fails, and the casting is lost.

The portals are two-dimensional glowing rings filled with mist, hovering inches from the ground and perpendicular to it at the points you choose. A ring is visible only from one side (your choice), which is the side that functions as a portal.

Any creature or object entering the portal exits from the other portal as if the two were adjacent to each other; passing through a portal from the nonportal side has no effect. The mist that fills each portal is opaque and blocks vision through it. On your turn, you can rotate the rings as a bonus action so that the active side faces in a different direction.

M (rare chalks and inks infused with precious gems worth 50 sp, consumed)

As you spend 1 minute to cast this spell, you draw a 3-meters-diameter circle on the ground inscribed with sigils that link your location to a permanent teleportation circle of your choice whose sigil sequence you know and that is on the same plane of existence as you. A shimmering portal opens within the circle you drew and remains open until the end of your next turn. Any creature that enters the portal instantly appears within 1.5 meters of the destination circle or in the nearest unoccupied space if that space is occupied.

Many major temples, guilds, and other important places have permanent teleportation circles inscribed somewhere within their confines. Each such circle includes a unique sigil sequence—a string of magical runes arranged in a particular pattern. When you first gain the ability to cast this spell, you learn the sigil sequences for two destinations on the Material Plane, determined by the GM. You can learn additional sigil sequences during your adventures. You can commit a new sigil sequence to memory after studying it for 1 minute.

You can create a permanent teleportation circle by casting this spell in the same location every day for one year. You need not use the circle to teleport when you cast the spell in this way.

Augment sizes

1 mana2 mana3 mana4 mana5 mana
Cone4.5 meters long9 meters long13.5 meters long18 meters long22.5 meters long
Cylinder1.5-meter-radius, 4.5 meters high3-meter-radius, 9 meters high4.5-meter-radius, 13.5 meters high6-meter-radius, 18 meters high7.5-meter-radius, 22.5 meters high
Line6 meters long, 1.5 meters wide12 meters long, 1.5 meters wide18 meters long, 1.5 meters wide24 meters long, 1.5 meters wide30.5 meters long, 1.5 meters wide
Wall4.5 meters long, 3 meters high, 30 centimeters thick9 meters long, 6 meters high, 60 centimeters thick13.5 meters long, 9 meters high, 90 centimeters thick18 meters long, 12 meters high, 120 centimeters thick22.5 meters long, 15 meters high, 150 centimeters thick