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.
Arcane and Psionic
Table of contents
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.
You gain the ability to step from one place to another. Once on your turn 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.
As an action, you can teleport an object within 5 meters to your hand. The object must be neither held nor carried and it must weigh no more than 2 kilos and its longest dimension must be 1 meter or less.
At higher levels
The maximum weight of objects that you can target with this spell and the longest dimension increases when you reach 9th level (5 kilos, 2 meters) and 17th level (7 kilos, 3 meters).
As an action, your mere touch can disperse the surface material of a foe or an 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.
If you miss by 4 or less, the target takes half as much damage.
At higher levels
This spell’s damage increases by 1d8 when you reach 9th level (2d8) and 17th level (3d8).
As an action, you can create two rifts in spaces you can see within 5 meters of you. The rifts are no more than 30 centimeters across and last until the end of your turn or until you create another rift. A creature next to one rift is considered to be within 1 meter of the other rift and its surrounding area. Anything put through one rift emerges from the other and attacks through the rift are not enhanced or restricted by the rift in any way. You can then make a weapon attack through the rift before the end of your turn (no action required).
The rift is not stable enough for energy such as alchemical explosions or magic to pass through it.
At higher levels
When you reach 9th level, the rift becomes stable enough for energy such as alchemical explosions or magic to pass through it.
As a reaction, which you use when you fall or when you are pushed, pulled, knocked prone, or hit by an attack you can see, you teleport up to 5 meters to an unoccupied space you can see.
If you were hit by an attack, roll a d4 and add the result to your Defense against the triggering attack. You can do so after the creature rolls but before any effects of the roll occur.
You can expend 2 additional mana or psi to roll 2d4.
You can expend 4 additional mana or psi to roll 3d4.
You can teleport up to an additional 5 meters for each additional mana or psi expended.
You can expend 1 additional mana or psi to trigger this spell when a creature moves within 1 meter of you or when you take damage. If you take damage, you halve the damage against you.
As an action, you bind a creature, preventing it from leaving your side. Choose a creature that you can touch or see within 10 meters to be affected. While affected by this spell, if the target is more than 1 meter 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 meter of you.
On a successful save, the spell ends.
As an action, a Medium or smaller creature other than you that you can touch or see within 10 meters must make a Will saving throw. A creature can willingly fail this save.
On a failed save, you teleport the creature to an unoccupied space that you can see within 5 meters of it. The space must be no further than 5 meters above the ground.
You can affect a creature of a larger size, increase the teleport distance by 10 meters, and increase the maximum distance from the ground by 10 meters for each additional mana or psi expended.
You can target one additional creature for each additional mana or psi expended. The creatures must be within 5 meters of each other when you target them.
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 2d8 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 4d8 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.
As an action, you can choose any two creatures that you can touch or see within 20 meters. The creatures must be within 5 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.
The creatures can be an additional 10 meters apart for each additional mana or psi expended.
As a reaction, which you use when you detect a teleportation within 20 meters, you can halt incoming and outgoing teleportation attempts that occur within 20 meters. A creature teleporting in or teleporting out must succeed on a Will saving throw or have its teleportation 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 5 kilos or less whose longest dimension is 1 meter or less. The spell leaves an invisible mark on its surface.
At any time thereafter, you can use an 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.
A dispel magic or a similar effect ends this spell’s effect.
As two actions, you sense the direction and general distance to the nearest teleportation circle, gate, planar portal, or other effect which magically connects two different locations within 2 kilometers of you.
This spell can be blocked by any intervening area that is dimensionally warded (such as by forbiddance).
As two actions, you can detect the origin point or termination point of any teleportation effect within 10 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 Arcana or Psionics check. The DC equals 11 + twice the mana or psi 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 two actions, you teleport entire chunks of the earth or stone 10 meters into the air, where they fall onto the targets below at a point within 20 meters. Each creature in a sphere centered on that point must make a Reflex saving throw. A target takes 7d6 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-meter 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 or psi expended.
As two actions, you designate a sanctuary within a location. As an action before the duration expires, you can instantly teleport to a previously designated sanctuary that is on the same plane of existence as you. You appear in the nearest unoccupied space to the spot you designated when you prepared your sanctuary.
Up to four willing creatures can be transported with you for each additional mana or psi expended. The creatures must be within 5 meters of each other when you target them.
As two actions, you instantly transport to a destination you select.
The destination 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.
|Familiarity||Mishap||Similar Area||Off Target||On Target|
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 200 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 or psi expended. The creatures and objects must be within 5 meters of each other when you target them. If you target an object, it must be able to fit entirely inside a 2-meter cube, and it can’t be held or carried by an unwilling creature.
As two actions, you create linked teleportation portals that remain open for the duration. Choose two points on the ground that you can see, one point within 5 meters of you and one point within 100 meters of you. A circular portal, 2 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 centimeters 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 an action so that the active side faces in a different direction.
As you spend 1 minute to cast this spell, you draw a 2-meter 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 meter 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.
|1 mana||2 mana||3 mana||4 mana||5 mana|
|Cone||3 meters long||5 meters long||10 meters long||10 meters long||20 meters long|
|Cylinder||1-meter-radius, 3 meters high||2-meter-radius, 6 meters high||3-meter-radius, 9 meters high||4-meter-radius, 12 meters high||5-meter-radius, 15 meters high|
|Line||5 meters long, 1-meter wide||5 meters long, 2-meter wide||10 meters long, 2-meter wide||10 meters long, 2-meter wide||20 meters long, 2-meter wide|
|Wall||5 meters long, 2 meters high, 30 centimeters thick||5 meters long, 4 meters high, 60 centimeters thick||10 meters long, 6 meters high, 90 centimeters thick||10 meters long, 8 meters high, 120 centimeters thick||20 meters long, 10 meters high, 150 centimeters thick|