Teleport, “Worldstep”
Master distance so completely that the world no longer requires a road.

Teleport is not movement in any ordinary sense. It is world-scale relocation governed by knowledge.
Where Dimension Door is sharp, tactical, and immediate, Teleport works at a far greater scale. It does not win a moment. It changes where the entire story is happening. You and your companions do not cross the intervening land, sea, city, or wilderness. You are simply no longer in one part of the world and are now in another.
That is what makes the spell so powerful in play and so destabilizing in the world. A kingdom can no longer trust remoteness. A fortress can no longer trust geography. A sanctuary can no longer assume that distance alone protects it. But unlike Gate, this is not a sovereign breach in reality, and unlike Plane Shift, it does not cross into another order of existence. It remains a spell of the same world, only one in which distance has ceased to be the main obstacle.
Its defining tension is not whether long-range movement is possible. It is whether your understanding of the destination is good enough to deserve success.
Teleport 5.5
Teleport 3.5
Teleport

7th-Level Conjuration
Casting Time: 1 Action
Range: 10 feet
Components: V
Duration: Instantaneous
Available To: Bard, Sorcerer, Wizard
Effect
You instantly transport yourself and up to eight willing creatures you can see within range, or one Large or smaller object you can see within range, to a destination you choose. If you target an object, it can’t be held or carried by an unwilling creature. The destination must be known to you and must be on the same plane of existence as you.
The spell’s accuracy depends on your familiarity with the destination. The DM rolls on the Teleportation Outcome table to determine whether you arrive on target, off target, in a similar area, or suffer a mishap. On a mishap, each teleporting creature or the target object takes 3d10 Force damage, and the DM rolls again, so multiple mishaps can occur before you finally arrive somewhere.
This is not portal magic, and it is not visible transit. You do not cross the space between origin and destination. You are absent from one location and present in another. That is all.
Teleportation Outcome
When you cast Teleport, the DM rolls to determine how accurately you arrive. The result depends on your familiarity with the destination.
| Familiarity | Mishap | Similar Area | Off Target | On Target |
|---|---|---|---|---|
| Permanent Circle | — | — | — | 100% |
| Associated Object | — | — | — | 100% |
| Very Familiar | 01–05 | 06–13 | 14–24 | 25–100 |
| Seen Casually | 01–33 | 34–43 | 44–53 | 54–100 |
| Viewed Once | 01–43 | 44–53 | 54–73 | 74–100 |
| Description | 01–43 | 44–53 | 54–73 | 74–100 |
| False Destination | 01–50 | 51–100 | — | — |
Outcome Results
On Target:
You and your group arrive exactly where intended.
Off Target:
You arrive a random distance away from your destination in a random direction. Distance is typically 1d10 × 1d10 percent of the distance traveled.
Similar Area:
You arrive in a location visually or structurally similar to the intended destination (DM’s choice).
Mishap:
Each creature and object takes 3d10 Force damage, and the DM rerolls on the table. Multiple mishaps can occur.
Why This Spell Is Dangerous in the World
Teleport is dangerous because it destroys the political safety of distance.
Hidden towers are harder to hide. Royal courts are harder to secure. Supply lines, mountain barriers, sea routes, and guarded roads all lose part of their meaning once powerful spellcasters can move people and objects across the world in a single action. A rescue can happen before the captors are settled. A relic can vanish across kingdoms before word of the theft has spread. A war council can become an assassination attempt.
But the spell is not pure certainty. It remains tethered to familiarity, memory, and navigational truth. That keeps it from being casual omnipresence. The danger of Teleport lies in the combination of enormous reach and fallible knowledge. The spell empowers mastery, but it punishes arrogance.
Best Uses
Strategic Relocation:
Move the party across vast distance instantly when speed matters more than endurance or secrecy.
Emergency Extraction:
End a disastrous expedition or collapsing military situation by removing the group at once.
Rapid Insertion:
Reach a distant fortress, sanctuary, capital, or battlefield before anyone expects you to be there.
Secure Retrieval:
Bring back a person or crucial object without surviving the return journey by conventional means.
Logistical Supremacy:
At high levels, response time itself becomes power. Teleport turns readiness into a strategic weapon.
Tactics
Use Teleport as a spell of preparation, not bravado.
Its strength is greatest when the destination is well established: a familiar sanctum, a protected stronghold, a repeatedly used base, or a place tied to reliable navigational knowledge. The spell becomes far more dependable when you are not guessing.
The outcome table is not a footnote. It is part of the spell’s identity. The difference between a permanent circle, a very familiar place, a merely described place, and a false destination is the difference between command and catastrophe. Mishap risk is what keeps Teleport from becoming a thoughtless answer to every problem.
This is also why the spell differs so sharply from Dimension Door. That spell solves immediate position. Teleport solves strategic geography, but only when your knowledge is good enough to trust.
DM Notes
Run Teleport as instant relocation shaped by familiarity.
Do not present it as a doorway, tunnel, or traversable magical corridor. That is the language of other spells. Teleport should feel like sudden absence followed by sudden arrival. The intervening world is skipped, not crossed.
Be exact with destination knowledge. The spell is most satisfying when preparation is rewarded and sloppy assumptions are punished honestly. The Teleportation Outcome table is not optional flavor. It is the mechanism that gives the spell both grandeur and discipline.
Once this spell exists reliably in a campaign, geography, diplomacy, war, secrecy, and rescue all change. Let the world adapt. Strongholds that matter should start thinking like places that know teleportation exists.
Good Combinations
- Teleportation Circle: A useful companion spell because fixed, known destinations improve long-range movement planning and infrastructure.
- Dimension Door: One is tactical repositioning; the other is strategic relocation.
- Plane Shift: One masters distance within the world; the other leaves the world entirely.
- Forbiddance: A powerful countermeasure, since it can block teleportation into or out of a warded area.
- Word of Recall: A contrasting model of magical travel based on fixed sacred return rather than open destination choice.
Final Precision Note
The defining truth of Teleport is:
It does not open a way.
It gambles absolute distance against the quality of your knowledge.
Teleport

This material is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a.
Conjuration (Teleportation)
Level Sorcerer/Wizard 5, Travel 5
Components V
Casting Time 1 standard action
Range Personal and touch
Target You and touched objects or other touched willing creatures
Duration Instantaneous
Saving Throw None and Will negates (object)
Spell Resistance No and Yes (object)
This spell instantly transports you to a designated destination, which may be as distant as 100 miles per caster level. Interplanar travel is not possible. You can bring along objects as long as their weight doesn’t exceed your maximum load. You may also bring one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load) or its equivalent (see below) per three caster levels. A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth.
All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you. As with all spells where the range is personal and the target is you, you need not make a saving throw, nor is Spell Resistance applicable to you. Only objects held or in use (attended) by another person receive saving throws and Spell Resistance.
You must have some clear idea of the location and layout of the destination. The clearer your mental image, the more likely the teleportation works. Areas of strong physical or magical energy may make teleportation more hazardous or even impossible.
To see how well the teleportation works, roll d% and consult the Teleport table. Refer to the following information for definitions of the terms on the table.
Familiarity
- “Very familiar” is a place where you have been very often and where you feel at home.
- “Studied carefully” is a place you know well, either because you can currently see it, you’ve been there often, or you have used other means (such as scrying) to study the place for at least one hour.
- “Seen casually” is a place that you have seen more than once but with which you are not very familiar. “Viewed once” is a place that you have seen once, possibly using magic.
- “False destination” is a place that does not truly exist or if you are teleporting to an otherwise familiar location that no longer exists as such or has been so completely altered as to no longer be familiar to you. When traveling to a false destination, roll 1d20+80 to obtain results on the table, rather than rolling d%, since there is no real destination for you to hope to arrive at or even be off target from.
- On Target You appear where you want to be.
- Off Target You appear safely a random distance away from the destination in a random direction. Distance off target is 1d10x1d10% of the distance that was to be traveled. The direction off target is determined randomly
- Similar Area You wind up in an area that’s visually or thematically similar to the target area.
Generally, you appear in the closest similar place within range. If no such area exists within the spell’s range, the spell simply fails instead. - Mishap: You and anyone else teleporting with you have gotten “scrambled.” You each take 1d10 points of damage, and you reroll on the chart to see where you wind up. For these rerolls, roll 1d20+80. Each time “Mishap” comes up, the characters take more damage and must reroll.
| Familiarity | On Target | Off Target | Similar Area | Mishap |
| Very familiar | 01-97 | 98-99 | 100 | – |
| Studied carefully | 01-94 | 95-97 | 98-99 | 100 |
| Seen casually | 01-88 | 89-94 | 95-98 | 99-100 |
| Viewed once | 01-76 | 77-88 | 89-96 | 97-100 |
| False destination | (1d20+80) | – – | 81-92 | 93-100 |
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