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Conjuration · Teleportation spell reference

Dimension Door Spell

Instant Translation, Not Travel

Dimension Door is placement. The spell creates no corridor, visible journey or lasting doorway. One moment the travellers occupy one place; the next they occupy another.

You do not travel there. You are simply there instead.

A hooded spellcaster materialises inside a guarded stone chamber as pale teleportation magic fades around him.
A caster arrives inside a guarded chamber without crossing the locked door or the intervening space. SpiralWorlds illustration.

Quick Rules Reference

These headline values are for D&D 5.5e / 2024. The complete, edition-separated mechanics follow immediately below.

Level
4th
School
Conjuration
Casting Time
1 Action
Range
500 feet
Components
V
Duration
Instantaneous
Travellers
You + 1 willing creature
Blocked Arrival
4d6 Force each; teleportation fails

Dimension Door Mechanics

Each panel is self-contained. Use only the statistics, terminology and failure procedure in the edition currently being played.

D&D 5.5e / 2024 rules

Dimension Door

Level
4th
School
Conjuration
Casting Time
1 Action
Range
500 feet
Components
V
Duration
Instantaneous
Attack / Save
None
Classes
Bard, Sorcerer, Warlock, Wizard

Choose a location within 500 feet. You teleport to the exact spot selected. The destination may be a place you can see, a place you can visualise or a place described by distance and direction.

You may also teleport one willing creature. That creature must be within 5 feet of you when the teleportation occurs and appears in a space within 5 feet of your destination.

If you, the companion or both would arrive in a space occupied by a creature or completely filled by one or more objects, every traveller takes 4d6 Force damage and the teleportation fails.

2024 Rules Clarifications

  • Sight is optional. The destination may instead be visualised or stated by distance and direction.
  • Intervening space is not crossed. Ordinary walls, floors, locked doors and similar barriers do not by themselves prevent the spell.
  • The companion must be willing. The spell cannot transport an unwilling creature.
  • No size limit is stated. Do not import the older same-size or size-equivalent passenger rules.
  • No legacy load clause appears. The general teleportation rules move equipment worn and carried, but the spell does not use the Pathfinder or 3.5e maximum-load paragraph.
  • Teleportation expends no movement and provokes no Opportunity Attack.
  • No doorway remains. The spell is instantaneous, so nobody can follow through it afterward.
  • Higher-level slots add no benefit. The spell has no higher-level scaling entry.
Counterspell: Dimension Door has a Verbal component, so a creature that sees the casting within 60 feet may use Counterspell. On a failed Constitution saving throw, the spell dissipates, its casting action is wasted and its spell slot is not expended.
Dispel Magic: Dispel Magic cannot return the travellers or cancel completed movement. Dimension Door is instantaneous and leaves no ongoing spell to end.

Pathfinder First Edition rules

Dimension Door

School
Conjuration (teleportation)
Casting Time
1 standard action
Components
V
Range
Long (400 ft. + 40 ft./level)
Target
You and touched objects or willing creatures
Duration
Instantaneous
Saving Throw
None; Will negates (object)
Spell Resistance
No; yes (object)

Spell levels: arcanist 4, bard 4, magus 4, medium 3, mesmerist 4, occultist 4, psychic 4, skald 4, sorcerer 4, spiritualist 4, summoner 3, unchained summoner 4, witch 4 and wizard 4. The Travel domain grants Dimension Door as a 4th-level domain spell.

You transfer instantly to a chosen spot within range, selecting it by visualisation or direction. After using the spell, you cannot take any further actions until your next turn.

You may carry objects up to your maximum load. You may also transport one additional willing Medium or smaller creature, or its equivalent, for every three caster levels. A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and the progression continues in the same way for larger creatures.

Every traveller must be in physical contact with at least one other traveller, and at least one traveller must be touching you.

Occupied Destination Procedure

  1. If the intended destination is occupied by a solid body, every traveller takes 1d6 damage and is shunted to a random suitable open space within 100 feet.
  2. If no suitable space exists within 100 feet, every traveller takes an additional 2d6 damage and is shunted to a suitable open space within 1,000 feet.
  3. If no suitable space exists within 1,000 feet, every traveller takes an additional 4d6 damage and the spell fails.
Pathfinder countermeasures: Dimensional Anchor prevents an affected target from travelling with Dimension Door. Dimensional Lock blocks dimensional travel into or out of its warded area. A readied Dispel Magic may counter the casting through Pathfinder’s counterspell procedure, but it cannot undo the completed instantaneous transfer.

D&D 3.5e rules

Dimension Door

School
Conjuration (Teleportation)
Level
Bard 4, Sorcerer/Wizard 4, Travel 4
Casting Time
1 standard action
Components
V
Range
Long (400 ft. + 40 ft./level)
Target
You and touched objects or willing creatures
Duration
Instantaneous
Defences
Will negates and SR yes for objects only

You transfer instantly to a selected point within range, choosing the destination by visualising it or stating its direction. After using the spell, you cannot take any further actions until your next turn.

You may carry objects up to your maximum load. You may also transport one additional willing Medium or smaller creature, or its equivalent, per three caster levels. A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so on.

All travellers must form a continuous chain of physical contact, with at least one traveller touching you.

Occupied Destination Procedure

  1. If the intended destination is occupied by a solid body, every traveller takes 1d6 damage and is shunted to a random suitable open space within 100 feet.
  2. If no suitable space exists within 100 feet, every traveller takes an additional 2d6 damage and is shunted to a suitable open space within 1,000 feet.
  3. If no suitable space exists within 1,000 feet, every traveller takes an additional 4d6 damage and the spell fails.
D&D 3.5e countermeasures: Dimensional Anchor prevents an affected target from travelling with Dimension Door. Dimensional Lock blocks dimensional travel into or out of its warded area. A readied Dispel Magic can counter the casting under the 3.5e counterspell rules, but it cannot retrieve travellers after the instantaneous spell resolves.

Edition Differences at a Glance

Dimension Door changes substantially between the 2024 rules and the two legacy d20 versions.
Rule D&D 5.5e / 2024 Pathfinder 1e D&D 3.5e
RangeFixed 500 feet400 ft. + 40 ft./level400 ft. + 40 ft./level
Additional travellersOne willing creature within 5 feetOne Medium-equivalent per 3 caster levels; contact chainOne Medium-equivalent per 3 caster levels; contact chain
Size ruleNo size restriction statedCapacity calculated through size equivalentsCapacity calculated through size equivalents
Load ruleNo legacy maximum-load clauseObjects limited by maximum loadObjects limited by maximum load
Actions after castingNo special restrictionNo further actions until the next turnNo further actions until the next turn
Blocked arrival4d6 Force to every traveller; teleportation failsEscalating damage and 100-foot / 1,000-foot shuntsEscalating damage and 100-foot / 1,000-foot shunts

Rules Interactions and Counters

Dimension Door bypasses intervening space, but counterspelling, verbal-component restrictions and specialised dimensional wards can still stop it.

All editions

Intervening Barriers

A normal wall does not automatically block Dimension Door because the travellers do not move along a path through it. In D&D 3.5e, Wall of Force expressly allows Dimension Door and similar effects to bypass the barrier. The destination must still be legal under the active edition.

All editions

Verbal Component

The spell requires only a Verbal component. A caster unable to produce the required magical words cannot cast it. No Somatic or Material component is needed.

2024

Counterspell Window

Counterspell must interrupt the casting before the transfer resolves. Once the travellers disappear and arrive, the movement is complete.

All editions

Dispel Magic After Arrival

Dispel Magic cannot reverse an instantaneous teleportation. In Pathfinder 1e and D&D 3.5e it may be readied and used to counter the spell while it is being cast; after resolution, no continuing Dimension Door effect remains.

Tactical Uses and Adjudication

Do not mix failure procedures. The 2024 spell deals 4d6 Force damage to every traveller and fails. Pathfinder 1e and D&D 3.5e use escalating damage and shunting.

Emergency Extraction

Remove yourself and one critical ally from a surrounded position, collapsing chamber or enemy’s reach. In 2024 play, the single-companion limit makes the choice deliberate.

Bypass the Obvious Entrance

Cross a locked door, wall, moat, ravine or change in elevation without travelling through the intervening space.

Seize Position

Reach a balcony, rooftop, command platform or protected objective in one action. A visible destination is safest, but sight is not mandatory.

Ask for an Exact Point

Have the player identify a precise visible place, remembered location or distance-and-direction description before resolving the spell.

Resolve Every Traveller Together

In 2024, an invalid arrival for either traveller damages every traveller and causes the whole teleportation to fail.

Remember Legacy Action Loss

Pathfinder 1e and D&D 3.5e casters cannot take further actions until their next turn. The 2024 spell has no equivalent restriction.

A hooded spellcaster uses Dimension Door to carry a wounded companion away from a burning fortress.
Dimension Door used as an emergency extraction, carrying one willing companion away from immediate danger. SpiralWorlds illustration.

Why Dimension Door Changes the World

Walls Stop Being Enough

A single wall, barred gate or moat cannot secure an important chamber against a caster who knows what lies beyond it. Serious defences rely on depth, controlled arrival spaces and magical wards.

Prisons Need Magical Security

Captors must prevent verbal spellcasting, conceal the prison’s position or use dimensional restraints. Ordinary locks matter only while the prisoner cannot cast or cannot define a viable destination.

Rescue Becomes a Specialist Role

Courts, guilds and armies value casters who can remove a wounded commander, endangered envoy or irreplaceable witness. Limited passenger capacity makes judgement as important as power.

Assassins Gain New Approaches

Windows, rooftops, private chambers and inner courtyards become potential arrival points. Defenders respond with alarms, decoy rooms and dimensional countermeasures.

Distance Loses Some Authority

Dimension Door does not replace roads or long journeys, but it collapses the final few hundred feet that often decide a siege, escape, burglary or rescue.

Historical and Occult Development

No documented historical practice demonstrates literal instantaneous transport. Dimension Door is a modern fantasy-game spell, but its imagery draws on older ideas about thresholds, liminal states and unseen realms treated as traversable space.

From Passage to Placement

The D&D 3.5e and Pathfinder 1e forms use level-scaled range, load limits, expanding passenger capacity and a shunting procedure. The 2024 form fixes the range at 500 feet, allows one willing companion and replaces shunting with a single Force-damage failure result.

Liminality and the Threshold

The anthropological concept of liminality describes a transitional condition between established states. It is an interpretive parallel rather than a claimed source: Dimension Door reduces the transition between departure and arrival to an instant.

The Occult Astral Plane

Nineteenth-century Theosophical writing presented the astral plane as a structured unseen realm with scenery, inhabitants and modes of movement. C. W. Leadbeater’s The Astral Plane is a primary source for that historical occult model. It does not document real teleportation, but it illustrates the period’s effort to imagine unseen space as organised and traversable.

Herbert Cole illustration of a crowned figure passing through swirling cosmic space, used as a historical visual parallel for magical translation.
A figure moves through an otherworldly current in Herbert Cole’s illustration for the Rubáiyát of Omar Khayyám. Public domain; Wikimedia Commons.

Mythological Parallels

These traditions do not contain the game spell and are not presented as direct sources. They provide older narrative models in which gates, crossroads and supernatural bridges govern passage between separated places or states.

Janus and the Governed Gate

The Roman god Janus is the two-faced guardian of beginnings, doorways and gateways. His symbolism makes the threshold an active boundary between departure and arrival.

Hekate at the Crossroads

Hekate is associated with magic and crossroads and is often shown in triple form. The parallel lies in directional choice: one position opens onto several possible ways.

Bifröst Between Realms

In the Prose Edda, Bifröst joins earth and the realm of the gods. It is a guarded bridge rather than instantaneous teleportation, but both ideas make normally separated places adjacent through a supernatural means of passage.

Teleportation and Movement

  • Teleport — long-range transport to a chosen destination.
  • Teleportation Circle — fixed-destination portal magic for organised travel.
  • Fly — sustained aerial movement and access to elevated arrival points.
  • Greater Invisibility — concealment before or after tactical relocation.

Counters and Control

  • Counterspell — interrupts the 2024 spell before it resolves.
  • Dispel Magic — can counter legacy casting but cannot reverse completed movement.
  • Dimensional Anchor — prevents one affected target from using dimensional travel.
  • Dimensional Lock — wards an area against extradimensional travel.

Dimension Door Questions

Does Dimension Door create a real door or portal?

No. The standard versions presented here are instantaneous transfers and leave no opening for another creature to use afterward. Pathfinder’s separate mythic version changes this.

Must the caster see the destination?

No. The destination may be visible, visualised or described by distance and direction, provided it lies within range.

Can Dimension Door transport an unwilling creature?

No. Every additional creature transported by the versions on this page must be willing.

Can the spell bypass a Wall of Force?

Yes in D&D 3.5e, whose Wall of Force text expressly permits Dimension Door and similar effects to bypass it. In other editions, apply the active spell and barrier wording without importing legacy language.

Can Dispel Magic bring the travellers back?

No. Dimension Door is instantaneous. Legacy Dispel Magic may counter it while it is being cast, but cannot end a journey that has already resolved.

How many creatures can travel?

D&D 2024 allows one willing companion within 5 feet. Pathfinder 1e and D&D 3.5e use a size-equivalent allowance based on caster level and require a chain of contact.

Rules Sources and Further Reading

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