![]() The universe moves, but the caster is kept in one place. The party is teleported to a narrow alleyway where bandits wait ready to attack and rob them. The party is teleported a few miles from each other. The circle's magic was not strong enough to send the party to their destination so the party arrives about half way in between their starting point and their destination.Ĭaster couldn't focus to cast the spell so instead he cause an explosion that injuries the party.Ī flash of lightning strikes the player intending to teleport dealing 3d6 damage. The caster accidentally teleports the party into the middle of an ocean, but shortly brings them back to the original spot. You are teleported into a sealed crate that appears to you to be moving. Teleport is to successful place, but 500 ft up.Īnother party has selected the same destination, causing your party to be sent to a pocket dimension that resembles a bad waiting room (out of date parchments in the table, substandard bards playing poor representations of popular songs, etc) for 1d4 hours while the magic’s realign so you can finish your journey. If the caster is able to kill the fire elemental, they are instantly transported to their intended location. An incredibly brilliant Fire Elemental has harnessed the power to 'trap' teleporters in their tracks and intend on using their arcane energy to power the device. The caster is teleported to a plane of Fire Elementals inside a heavy iron cage. ![]() Each teleporting creature (or the target object) takes 3d10 force damage, and the DM rerolls on the table to see where you wind up (multiple mishaps can occur, dealing damage each time).What happens if you accidently cast a teleportation spell wrong? d100 The spell’s unpredictable magic results in a difficult journey. 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. 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. You and your group (or the target object) wind up in a different area that’s visually or thematically similar to the target area. If you were teleporting to a coastal city and wound up 18 miles out at sea, you could be in trouble. The DM 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. For example, if you tried to travel 120 miles, landed off target, and rolled a 5 and 3 on the two d10s, then you would be off target by 15 percent, or 18 miles. Distance off target is 1d10 × 1d10 percent of the distance that was to be traveled. You and your group (or the target object) appear a random distance away from the destination in a random direction. You and your group (or the target object) appear where you want to. 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. “False destination” is a place that doesn’t exist. “Description” is a place whose location and appearance you know through someone else’s description, perhaps from a map. “Viewed once” is a place you have seen once, possibly using magic. “Seen casually” is someplace you have seen more than once but with which you aren’t very familiar. “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. ![]() “Associated object” means that you possess an object taken from the desired destination within the last six months, such as a book from a wizard’s library, bed linen from a royal suite, or a chunk of marble from a lich’s secret tomb. “Permanent circle” means a permanent teleportation circle whose sigil sequence you know. ![]() The DM rolls d100 and consults the table.įamiliarity. Your familiarity with the destination determines whether you arrive there successfully. The destination you choose must be known to you, and it must be on the same plane of existence as you. If you target an object, it must be able to fit entirely inside a 10-foot cube, and it can’t be held or carried by an unwilling creature. This spell instantly transports you and up to eight willing creatures of your choice that you can see within range, or a single object that you can see within range, to a destination you select. ![]()
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