Conjuration • Long-Range Magical Travel

Teleport — Worldstep

A high-order spell that removes the road between the caster and a known destination.

Distance is not crossed. For one instant, it is denied.

Teleport is one of the decisive spells of high-level play. It can extract a company from disaster, move agents across kingdoms, deliver a vital object, bypass ordinary roads and turn knowledge of a place into strategic power. Its danger lies in the same principle that makes it useful: the spell depends upon the caster’s relationship to the destination, and imperfect knowledge can bend arrival away from intent.

Teleport is not a standing portal and does not leave an open passage behind. The travellers vanish from one place and arrive at another in the same instant. What happens between those points depends on the rules edition being used; the modern and legacy outcome systems must never be combined.

Quick Rules Reference

Choose the edition in play before resolving the spell. Passenger limits, distance, familiarity categories and off-target results are edition-specific.

D&D 5.5e / 2024

Spell level
7th-level Conjuration
Casting
1 Action; verbal component
Reach
Targets within 10 feet; destination on the same plane
Travellers
Caster and up to eight willing visible creatures, or one visible Large-or-smaller object
Accuracy
d100 table based on familiarity; permanent circles and recent linked objects are certain

Pathfinder 1e

Spell level
Usually 5th; some classes receive it at 4th
Casting
1 standard action; verbal component
Reach
Personal and touch; up to 100 miles per caster level
Travellers
One additional willing Medium-or-smaller creature, or equivalent, per three caster levels
Accuracy
d% familiarity table; off target by a percentage of the intended distance

D&D 3.5e

Spell level
Sorcerer/Wizard 5; Travel domain 5
Casting
1 standard action; verbal component
Reach
Personal and touch; up to 100 miles per caster level
Travellers
One additional willing Medium-or-smaller creature, or equivalent, per three caster levels
Accuracy
d% familiarity table; legacy off-target distance uses 1d10 × 1d10 percent
Edition lock: the 2024 spell uses a fixed 2d12-mile off-target distance. Pathfinder 1e uses d% of the intended journey. D&D 3.5e uses 1d10 × 1d10 percent. These formulas are not interchangeable.

Edition Mechanics

The complete rules summaries below are independent. Select the active edition tab; if scripts are delayed or disabled, all three panels remain readable in sequence.

Teleport — D&D 5.5e / 2024

7th-Level Conjuration

Casting Time
1 Action
Range
10 feet
Components
V
Duration
Instantaneous
Saving Throw
None
Classes
Bard, Sorcerer, Wizard
Destination
Known to the caster; same plane of existence
Distance Limit
None stated

Targets and transport

The spell transports the caster and up to eight willing creatures the caster can see within range. Instead of creatures, it can transport one visible object within range. That object must be Large or smaller and cannot be held or carried by an unwilling creature.

The selected destination must be known to the caster and lie on the same plane of existence. Familiarity determines whether the travellers or object arrive as intended. The DM rolls 1d100 and uses the table below.

D&D 2024 Teleportation Outcome
FamiliarityMishapSimilar AreaOff TargetOn Target
Permanent circle01–00
Linked object01–00
Very familiar01–0506–1314–2425–00
Seen casually01–3334–4344–5354–00
Viewed once or described01–4344–5354–7374–00
False destination01–5051–00

In d100 notation, 00 represents 100.

Permanent circle
A permanent Teleportation Circle whose sigil sequence the caster knows.
Linked object
An object in the caster’s possession that was taken from the destination within the previous six months.
Very familiar
A place visited often, carefully studied or visible when the spell is cast.
Seen casually
A place seen more than once without becoming deeply familiar.
Viewed once or described
A place seen once, including through magic, or known from another person’s description or a map.
False destination
A place that does not exist, no longer exists as understood or was perceived through a deception such as an illusion.

Outcome definitions

Mishap: every transported creature, or the transported object, takes 3d10 Force damage. The DM rerolls on the table; further mishaps can repeat both the damage and the reroll.

Similar Area: the travellers or object arrive in the closest place that resembles the intended destination visually or thematically.

Off Target: the arrival point is 2d12 miles from the destination. Roll 1d8 for direction: 1 east, 2 southeast, 3 south, 4 southwest, 5 west, 6 northwest, 7 north and 8 northeast.

On Target: the travellers or object arrive at the selected destination.

Counters and interactions

  • Counterspell: a creature that sees the spell being cast within the required range can attempt to interrupt it. Under the 2024 Counterspell rules, the Teleport caster makes a Constitution saving throw; on a failure, Teleport has no effect, the casting action is wasted and the spell slot is not expended.
  • Forbiddance: prevents creatures from teleporting into the warded area. It does not generally prevent a creature already inside from teleporting out.
  • Instantaneous result: once arrival has occurred, Dispel Magic cannot reverse the journey. It may be able to end a separate ongoing ward if that ward is a valid target.
  • Planar boundary: Teleport cannot cross planes. Use Plane Shift for interplanar travel.

2024 rules lock: do not import the 2014 or 3.5e percentage-distance formula into this spell. A 2024 Off Target result is always measured in 2d12 miles.

Teleport — Pathfinder 1e

Conjuration (Teleportation)

Levels
Arcanist 5, Magus 5, Medium 4, Occultist 5, Psychic 5, Sorcerer 5, Spiritualist 5, Summoner 4, Unchained Summoner 5, Witch 5, Wizard 5; Travel domain 5
Casting Time
1 standard action
Components
V
Range
Personal and touch
Target
You and touched objects or touched willing creatures
Duration
Instantaneous
Saving Throw
None; Will negates (object)
Spell Resistance
No; yes (object)

Distance, creatures and objects

The caster travels to a designated destination no farther than 100 miles per caster level. The spell cannot cross planar boundaries. Carried objects may accompany the caster up to the caster’s maximum load.

The caster may bring one additional willing Medium-or-smaller creature, or an equivalent number of larger creatures, per three caster levels. A Large creature counts as two Medium creatures, a Huge creature as four, a Gargantuan creature as eight and a Colossal creature as sixteen. Each traveller may carry gear up to that traveller’s own maximum load.

Every creature in the group must remain in physical contact with another member of the group, and at least one of them must touch the caster. The caster does not save against the spell and is not subject to spell resistance. Only attended objects receive a Will save and spell resistance.

Destination knowledge

The caster must possess a clear mental understanding of the destination’s location and layout. Strong physical or magical energies can make teleportation dangerous or impossible. Roll d% and consult the following table.

Pathfinder 1e Teleport Outcome
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 (roll 1d20 + 80)81–9293–100
Very familiar
A place visited very often and regarded as familiar ground or home.
Studied carefully
A place the caster knows well because it is currently visible or has been visited often.
Seen casually
A place seen more than once but not known well.
Viewed once
A place seen on one occasion, including by magic such as scrying.
False destination
A place that does not exist, has ceased to exist or has changed so completely that the caster’s image no longer describes it.

Outcome definitions

On Target: the group arrives at the intended place.

Off Target: the group arrives safely in a random direction from the destination. The distance from the destination equals a d% roll of the distance the caster intended to travel.

Similar Area: the group arrives in the nearest visually or thematically similar place within the spell’s range. If no suitable area exists within range, the spell fails.

Mishap: every traveller takes 1d10 damage. Roll 1d20 + 80 again to determine the resulting arrival; repeated mishaps cause further damage and rerolls.

Counters and interactions

  • Pathfinder teleportation is instantaneous one-way travel through the Astral Plane. Anything that blocks Astral travel also blocks Teleport.
  • Dimensional anchor, dimensional lock, forbiddance and comparable effects can stop the spell when their stated conditions apply.
  • The spell can be countered during casting under Pathfinder’s counterspell rules, including an appropriate use of Dispel Magic. A completed teleport is not an ongoing effect and cannot be dispelled afterwards.
  • Teleport cannot cross planes. Plane Shift serves that purpose.

Pathfinder rules lock: an Off Target result is a single d% of the planned journey. Do not use the D&D 3.5e 1d10 × 1d10 percentage formula.

Teleport — D&D 3.5e

Conjuration (Teleportation)

Level
Sorcerer/Wizard 5, Travel 5
Casting Time
1 standard action
Components
V
Range
Personal and touch
Target
You and touched objects or touched willing creatures
Duration
Instantaneous
Saving Throw
None; Will negates (object)
Spell Resistance
No; yes (object)

Distance, creatures and objects

The caster travels to a designated destination no farther than 100 miles per caster level. Interplanar movement is impossible. Objects may accompany the caster while their combined weight remains within the caster’s maximum load.

The caster may bring one additional willing Medium-or-smaller creature, or its size-equivalent, per three caster levels. A Large creature counts as two Medium creatures, a Huge creature as four, a Gargantuan creature as eight and a Colossal creature as sixteen. Each creature may carry gear up to its own maximum load.

All travellers must touch another member of the group, and at least one traveller must touch the caster. The caster requires no saving throw and is not subject to spell resistance. Only attended objects receive a Will save and spell resistance.

Destination knowledge

The caster must understand the destination’s location and layout. Strong physical or magical energy may make the passage more hazardous or prevent it. Roll d% and consult the table.

D&D 3.5e Teleport Outcome
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 (roll 1d20 + 80)81–9293–100
Very familiar
A place visited very often and regarded as familiar ground or home.
Studied carefully
A place presently visible, visited often or examined through a method such as scrying for at least one hour.
Seen casually
A place seen more than once but not known well.
Viewed once
A place seen on a single occasion, including through magic.
False destination
A place that never existed, no longer exists or has been altered beyond the caster’s recognition.

Outcome definitions

On Target: the group arrives at the intended place.

Off Target: the group arrives safely in a random direction. The distance from the intended destination is 1d10 × 1d10 percent of the distance the caster attempted to travel.

Similar Area: the group reaches the nearest place within range that resembles the intended destination visually or thematically. If no suitable place exists within range, the spell fails.

Mishap: every traveller takes 1d10 damage. Roll 1d20 + 80 again to determine arrival; additional mishaps repeat the damage and reroll.

Counters and interactions

  • D&D 3.5e teleportation is instantaneous passage through the Astral Plane. An effect that blocks Astral travel blocks Teleport.
  • Dimensional anchor, dimensional lock, forbiddance and similar wards can prevent the passage when their individual rules apply.
  • The spell can be countered while it is being cast, including through the counterspell use of Dispel Magic. Once the instantaneous journey is complete, there is no continuing Teleport effect to dispel.
  • Teleport cannot cross planes. Use Plane Shift for planar travel.

3.5e rules lock: this is the only panel that uses the 1d10 × 1d10 percentage-distance result for an Off Target arrival.

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

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.

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.

Rules Sources and Licensing

D&D 5.5e / 2024

Rules checked against the official D&D Beyond Teleport entry, with the spell interactions checked against the official Counterspell and Forbiddance entries. This is an independent explanatory reference, not a replacement for the rulebooks.

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.

Open Game Content designation: the Pathfinder 1e and D&D 3.5e mechanics summaries and outcome tables on this page are designated Open Game Content. The D&D 2024 summary, original SpiralWorlds prose, page design, title treatment and illustrations are not designated Open Game Content.

Dungeons & Dragons, D&D, Pathfinder and associated names and marks belong to their respective owners. SpiralWorlds is an independent fan reference and is not affiliated with or endorsed by Wizards of the Coast, Hasbro or Paizo.

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