Conjuration · Long-Range Magical Travel

Teleport

A robed mage and three companions materialise in a fortified medieval courtyard amid blue-white magical light
Teleport is instantaneous disappearance and arrival: no open doorway remains between the two places.

Teleport is one of the decisive spells of high-level play. It can extract a company from disaster, move agents across kingdoms, deliver vital objects and turn knowledge of a place into strategic power.

Teleport is not a standing portal. Travellers vanish from one place and arrive at another in the same instant. What happens when the caster knows the destination imperfectly depends on the edition in play, and the modern and legacy outcome systems must not be mixed.

At a Glance

Teleport at a Glance

5.5e / 2024Bard, Sorcerer, Wizard 7 · 10 feet · same plane · 2d12-mile Off Target result
5e / 2014Bard, Sorcerer, Wizard 7 · 10 feet · same plane · percentage-distance Off Target result
Pathfinder 1eUsually 5th level · 100 miles/level · d% of journey for Off Target distance
D&D 3.5eSorcerer/Wizard 5, Travel 5 · 100 miles/level · 1d10 × 1d10% Off Target distance
Edition lock: 2024, 2014, Pathfinder 1e and D&D 3.5e do not use the same off-target distance formula. Resolve the spell only from the active edition panel.

Rules

Teleport by Edition

Teleport — 5.5e / 2024

Level7th-level Conjuration
ClassesBard, Sorcerer, Wizard
Casting TimeAction
Range10 feet
ComponentsV
DurationInstantaneous
DestinationA place known to you on the same plane

You teleport yourself and up to eight willing creatures you can see within range. Instead, you can teleport one visible Large-or-smaller object in range, provided an unwilling creature is not holding or carrying it.

FamiliarityMishapSimilar AreaOff TargetOn Target
Permanent circle———01–100
Linked object———01–100
Very familiar01–0506–1314–2425–100
Seen casually01–3334–4344–5354–100
Viewed once or described01–4344–5354–7374–100
False destination01–5051–100——

Mishap: each transported creature or object takes 3d10 Force damage, then the DM rerolls. Similar Area: the travellers arrive at the closest place that resembles the intended destination. Off Target: they arrive 2d12 miles away in a random direction determined by a d8.

Teleport — 5e / 2014

Level7th-level Conjuration
ClassesBard, Sorcerer, Wizard
Casting Time1 action
Range10 feet
ComponentsV
DurationInstantaneous
DestinationA place known to you on the same plane

You teleport yourself and up to eight willing creatures you can see within range. Instead, you can teleport one visible object in range if it fits entirely inside a 10-foot cube and is not held or carried by an unwilling creature.

FamiliarityMishapSimilar AreaOff TargetOn Target
Permanent circle———01–100
Associated object———01–100
Very familiar01–0506–1314–2425–100
Seen casually01–3334–4344–5354–100
Viewed once01–4344–5354–7374–100
Description01–4344–5354–7374–100
False destination01–5051–100——

Mishap: each traveller or object takes 3d10 Force damage and the DM rerolls. Off Target: the distance missed is 1d10 × 1d10 percent of the intended travel distance, in a random d8 direction. Similar Area: the spell sends the group to a different place that resembles the intended destination.

Teleport — Pathfinder 1e

SchoolConjuration (teleportation)
LevelsArcanist 5, Magus 5, Medium 4, Occultist 5, Psychic 5, Sorcerer 5, Spiritualist 5, Summoner 4, Unchained Summoner 5, Witch 5, Wizard 5; Travel 5
Casting Time1 standard action
ComponentsV
RangePersonal and touch; destination up to 100 miles/level
TargetYou and touched willing creatures or attended objects
DurationInstantaneous

You may bring one additional willing Medium-or-smaller creature, or the equivalent in larger creatures, per three caster levels. All travellers must remain in physical contact, and the spell cannot cross planar boundaries.

FamiliarityOn TargetOff TargetSimilar AreaMishap
Very familiar01–9798–99100—
Studied carefully01–9495–9798–99100
Seen casually01–8889–9495–9899–100
Viewed once01–7677–8889–9697–100
False destination (1d20 + 80)——81–9293–100

Off Target: the miss distance is a d% of the intended journey. Mishap: each traveller takes 1d10 damage, then roll 1d20 + 80 again. A completed teleport is instantaneous and is not an ongoing effect to dispel.

Teleport — D&D 3.5e

SchoolConjuration (Teleportation)
LevelSorcerer/Wizard 5, Travel 5
Casting Time1 standard action
ComponentsV
RangePersonal and touch; destination up to 100 miles/level
TargetYou and touched willing creatures or attended objects
DurationInstantaneous

You may bring one additional willing Medium-or-smaller creature, or the equivalent in larger creatures, per three caster levels. Every traveller must be in contact with another member of the group, and the spell cannot cross planar boundaries.

FamiliarityOn TargetOff TargetSimilar AreaMishap
Very familiar01–9798–99100—
Studied carefully01–9495–9798–99100
Seen casually01–8889–9495–9899–100
Viewed once01–7677–8889–9697–100
False destination (1d20 + 80)——81–9293–100

Off Target: the miss distance is 1d10 × 1d10 percent of the intended journey, in a random direction. Mishap: each traveller takes 1d10 damage and the result is rerolled with 1d20 + 80.

Edition Changes

What Changed?

  • 2024 vs 2014 objects: 2024 uses a visible Large-or-smaller object; 2014 instead requires the object to fit entirely inside a 10-foot cube.
  • 2024 Off Target: always 2d12 miles away in a random direction.
  • 2014 Off Target: 1d10 × 1d10 percent of the intended travel distance.
  • Pathfinder 1e Off Target: d% of the intended journey.
  • D&D 3.5e Off Target: 1d10 × 1d10 percent of the intended journey.
  • Legacy distance: PF1e and 3.5e limit Teleport to 100 miles per caster level; modern D&D states no maximum travel distance beyond remaining on the same plane.

The Nature of Worldstep

Teleport is best understood as the removal of an interval. It does not make the caster run faster, pass invisibly through the intervening country or open a doorway that others can follow. The point of departure becomes empty; the destination becomes occupied.

That distinction gives the spell its particular severity. A bridge can be guarded, a road watched and a ship intercepted. Teleportation answers none of those obstacles because it does not contest them. It makes them irrelevant for the duration of a single magical act.

The spell is nevertheless bound to place. Names, descriptions, memories, maps, circles and objects taken from a destination are not decoration: they are the means by which the caster fixes intent upon a real location. The more uncertain the relationship, the more room the magic has to obey imperfectly.

Visions of Teleportation

These paintings present three distinct interpretations of the spell in action. Their luminous circles and arcs represent the split-second distortion of departure or arrival, not a stable doorway that remains open after the spell resolves.

Tactical and Strategic Use

Teleport rewards preparation more than improvisation. The strongest castings begin before the crisis, when the party establishes safe destinations, studies arrival points and protects the knowledge that makes accurate travel possible.

Emergency Extraction

Remove a company from a collapsing fortress, an overwhelming enemy or an expedition that can no longer retreat by ordinary means. The caster still needs the freedom and opportunity to complete the spell.

Strategic Insertion

Move past distance, weather and conventional patrols to reach an allied stronghold, hidden base or previously studied approach. Arrival does not guarantee secrecy; observers at the destination can still see and hear the travellers appear.

Rescue and Relief

Bring healers, commanders or essential equipment to a distant crisis, then evacuate survivors whose continued presence would otherwise be impossible.

Secure Destinations

Maintain more than one prepared refuge. A single compromised arrival point turns a reliable escape plan into an ambush route.

Reconnaissance First

Scouting, scrying, maps and trustworthy witnesses can improve the caster’s understanding of a destination. They can also be manipulated, so information security matters as much as spellcasting power.

Objects as Leverage

Where the active edition allows objects to be transported, the spell can move documents, relics, supplies or dangerous cargo without exposing a full travelling party.

Risks, Wards and Countermeasures

Teleport is powerful because ordinary distance is not a defence. Secure powers therefore protect destinations rather than roads. They conceal layouts, rotate sensitive chambers, isolate arrival courts, maintain anti-teleportation wards and treat accurate descriptions as restricted information.

A false map, staged scrying image or altered room can be more useful than a wall. The objective is not always to stop the spell outright; it may be enough to lower the caster’s familiarity, redirect arrival or ensure that a seemingly safe location is no longer what the caster remembers.

Counterspelling works only while the spell is being cast. Dispelling is relevant to a continuing ward or magical obstruction, not to undoing an instantaneous journey that has already ended.

Campaign-World Consequences

Teleportation changes elite movement without making ordinary travel obsolete. The spell belongs to powerful casters, consumes major magical resources and remains dependent upon destinations, knowledge and security. Most people, armies and goods still move by road, river and sea. What changes is the speed at which exceptional people can intervene.

Courts and Diplomacy

Rulers can summon distant specialists, send envoys home within moments and coordinate crises across enormous territories. Audiences with powerful teleporters become matters of state security.

War and Intelligence

Small companies can redeploy faster than armies, extract commanders, deliver messages and strike prepared locations. Fortifications respond with layered wards, concealed layouts and controlled arrival zones.

Trade and Custody

Teleport favours objects of extreme value relative to their size: treaties, gemstones, medicines, arcane components and evidence. Bulk commerce remains tied to transport networks.

Crime and Law

Investigators must consider impossible entries and exits. Prisons designed for powerful spellcasters rely on more than locks, while possession of plans or destination-linked objects can become a serious offence.

Guilds and Infrastructure

Permanent circles create a privileged network of known destinations. Institutions record sigils, certify safe arrivals and control who may learn the sequences.

Culture and Reputation

A famous teleporter is not merely a traveller. They are an emergency route, diplomatic channel, military asset and potential security threat.

Running Teleport at the Table

  1. Name the destination precisely. Establish the actual place the caster intends to reach before discussing familiarity.
  2. Choose the familiarity category before rolling. Ask what the caster has seen, studied, received or carried from the site. Do not revise the category after seeing the result.
  3. Use only the active edition’s table. The modern and legacy outcomes produce materially different journeys.
  4. Make Similar Area meaningful. Select the closest location that genuinely resembles the intended destination. It should follow the spell’s logic rather than serve as arbitrary punishment.
  5. Respect established security. If a destination has wards, false layouts or controlled arrival chambers, establish those facts before the casting whenever the characters could reasonably have discovered them.
  6. Let preparation matter. Maps, reconnaissance, recovered objects, known circles and repeated visits should feel valuable because the spell is built around knowledge of place.

Historical and Occult Development

Stories of impossible movement are ancient, but the modern word teleportation belongs to the twentieth century. Charles Fort used it in his 1931 book Lo!—also preserved in the Internet Archive edition of Fort’s collected books—for a hypothetical force that might explain reported disappearances, appearances and displaced objects. Fort presented collections of anomalies and speculation rather than an experimentally demonstrated mechanism.

The idea entered a culture already fascinated by spiritualism, psychical research and claims of materialisation or apports—objects said to appear during séances or other paranormal events. The Society for Psychical Research, founded in 1882, sought to investigate such claims in a scientific spirit. These reports are historically important to occult and paranormal thought, but they do not establish literal physical teleportation.

Science fiction transformed the concept into a technological dream: matter disappears here and reappears elsewhere. Modern physics uses the same word in a much narrower sense. Quantum teleportation transfers quantum information between systems; it does not transport a person or object from one place to another. The fantasy spell remains closer to Fort’s imagined transportory force and to literary matter transmission than to the laboratory process.

Mythological and Folkloric Parallels

Folklore rarely describes teleportation with the precise logic of a roleplaying spell, but it repeatedly imagines enchanted objects that defeat ordinary distance.

Fortunatus’s Wishing Hat

In the Fortunatus tradition, a plain-looking hat carries its wearer to any place they desire. The device is a close literary parallel to destination-by-intent: possession of the object and a correctly formed wish replace the road entirely.

Seven-League Boots

European fairy tales give their wearer strides of impossible length. In Charles Perrault’s stories, preserved in Project Gutenberg’s collection, seven-league boots compress vast journeys into a handful of steps. They do not erase space completely, but they express the same fantasy of making geography yield to magic.

The Folded Road

Across later folklore and fantasy, impossible travel is often described as shortening, folding or stepping outside the road. These images treat distance as something that can be manipulated rather than merely endured—the central imaginative principle behind Teleport.

Further Viewing

These existing videos are retained as optional popular-science and speculative context. They are not rules sources and do not define how the fantasy spell functions.

Why Teleportation Is the Worst Science Idea Ever?

Ridddle examines the physical and philosophical problems behind matter-transmission models, including reconstruction and continuity of identity.

Why You Don’t Want Teleportation

Because Science considers momentum, moving planets and unsafe arrival coordinates—the practical dangers that speculative teleportation often ignores.

Related Spells

Sources & Licensing

Rules Sources and Licensing

D&D 5.5e / 2024

Rules checked against the official D&D Beyond Teleport entry, including the current familiarity table and 2d12-mile Off Target result.

D&D 5e / 2014

The 2014 panel follows the 2014 Teleport rules, including the 10-foot-cube object limit and 1d10 × 1d10 percent Off Target distance. It is kept separate from 2024 because those mechanics are not interchangeable.

Pathfinder 1e

Rules checked against the Archives of Nethys Teleport entry and its teleportation-subschool rules. Pathfinder Roleplaying Game material is used under the Open Game License v1.0a.

D&D 3.5e

Rules checked against the d20 System Reference Document Teleport entry. Relevant Open Game Content is used under the Open Game License v1.0a.

The Pathfinder 1e and D&D 3.5e mechanics summaries and outcome tables on this page are designated Open Game Content where their source licenses require it. Original explanatory prose, page presentation and illustrations are excluded from that designation.

Open Game License v1.0a and copyright notice

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    Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.

    System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson.

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