This spell instantly transports the character to a designated
destination. Distance is not a factor, but interplanar travel is
not possible. The character can bring along objects and willing
creatures totaling up to 50 pounds per caster level. As with all
spells where the range is personal and the target is the
character, the character need not make a saving throw, nor is SR
applicable to the character. Only objects held or in use
(attended) by another person receive saving throws and SR.
The character must have some clear idea of the location and
layoutt of the destination. The character cant simply
teleport to the warlords tent if the character dont
know where that tent is, what it looks like, or whats in
it. The clearer the character's mental image, the more likely the
teleportation works. Areas of strong physical or magical energies
may make teleportation more hazardous or even impossible.
Note: Teleportation is instantaneous travel through the Astral
Plane. Anything that blocks astral travel also blocks
To see how well the teleportation works, roll d% and consult
the Teleport table.
On Off Similar
Familiarity Target Target Area Mishap
----------- ------ ------ ------- ------
Very familiar 0197 9899 100
Studied carefully 0194 9597 9899 100
Seen casually 0188 8994 9598 99100
Viewed once 0176 7788 8996 97100
Description 0152 5376 7792 93100
False destination (1d20+80) 8192 93100
Refer to the following information for definitions of the
terms on the table.
Familiarity: "Very familiar" is a place where the
character has been very often and where the character feels at
home. "Studied carefully" is a place the character
knows well, either because the character has been there often or
the character has used other means (such as scrying) to study the
place. "Seen casually" is a place that the character
has seen more than once but with which the character is not very
familiar. "Viewed once" is a place that the character
has seen once, possibly using magic. "Description" is a
place whose location and appearance the character knows through
someone elses description, perhaps even from a precise map.
"False destination" is a place that doesnt
exist. 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 the character to hope to arrive at or
even be off target from.
On Target: The character appears where the character wants to
Off Target: The character appears safely a random distance
away from the destination in a random direction. Distance off
target is 1d10 x 1d10% of the distance that was to be traveled.
The DM determines the direction off target randomly, such as by
rolling 1d8 and designating 1 as north, 2 as northeast, etc. If
the character was teleporting to a coastal city and wound up 18
miles out at sea, the character could be in trouble.
Similar Area: The character winds up in an area thats
visually or thematically similar to the target area. Generally,
the character appears in the closest similar place, but since the
spell has no range limit, the character could conceivably wind up
somewhere else across the globe.
Mishap: The character and anyone else teleporting with the
character have gotten "scrambled." the travellers each
take 1d10 points of damage, and the character rerolls on the
chart to see where the travellers wind up. For these rerolls,
roll 1d20+80. Each time "Mishap" comes up, the
characters take more damage and must reroll.