Off-target, you and your group are moved away from the target in a random direction, determined by the DM and a dice roll. If you have the item, it counts as a successful teleport to the location where the item belongs. Additionally, you can have an item associated with the place, such as a bedsheet, piece of decoration, or another personal item. This can be your home, a castle your party has stayed at, or a set teleportation circle.Īll of these will give you a successful teleport regardless of the number rolled. On target is whenever you will appear where you want to appear. Once the D100 is rolled, depending on the familiarity, then you have one of the 4 options happen to you. Here are some teleportation mishaps that can happen to both your party and the objects that you are teleporting, according to the spell description. However, the less you know about a target, the greater the chance you will have a mishap happen. If you are very familiar with the target or know of a teleportation circle and its sigil sequence, then the chances for failure are non-existent. The dice rolling is a D100, and you have a much higher chance of getting an ‘on target’ roll by knowing more about where you are teleporting. When you try to teleport there you are just asking for bad things to happen to you! Rolling On The Tableĭepending on the familiarity that you have with the target object, the DM will roll on the teleporting table to see what will happen. Either you’ve been lied too about its location or you saw an illusion and thought it was a real place. You might have heard of the mythical pond’s location, but only in folk tales and legends and a poorly drawn map.įinally, a false location simply doesn’t exist. Viewed once is a place you have only seen or been to once, and description relies on a third party to help you learn about it. You might recall a place name or a landmark, but not much else. Seen casually are areas you might have visited or read about in a book, but you aren’t too familiar with them. Familiar areas have a teleportation circle in them and you need to know of the sigil sequence to activate it. If you’ve been around it often, it’s familiar and you can teleport there at will. It’s your home, your castle, your bedroom, the village you go to every summer for their pie. The familiarity of the destination will affect how you teleport, but if you aren’t looking towards teleporting towards an area you know off, you can look at the rest of the spell’s description to see where you end up:įor context, a very familiar area is one you know of very well. Now, the less you know about the area you are teleporting to, the higher the risk you have of not arriving successfully. Additionally, you can also teleport to a permanent teleport circle ( 5th level spell ) or a target object that you know is associated with it. If you know the area very well, such as your house, hometown, or any other area that you know a lot about, then you will be able to teleport there without too much trouble. You need to be able to know about the location that you are teleporting to with your familiarity enhancing how well you teleport. That’s the first part of the spell, the mechanical side of things, but it gets more complicated as we read on. You can teleport to a place that you know of, as long as it is on the same plane of existence as you. The people one is teleporting must be willing to be teleported, and in most cases, most party members and NPCs will want such teleporting. If a creature is unwilling to be teleported, they are not teleported and the associated object cannot be held or carried by an unwilling creature. You can also teleport a single object, but the object must be able to fit entirely within a 10-foot cube. The teleportation is instantaneous and you can transport yourself and 8 willing creatures to a place that you know of. It has a range of ten feet and only requires a vocal component. The destination you choose must be known to you, and it must be on the same plane of existence as you.įirst, it can be cast by a Bard, Sorcerer, or Wizard and takes one action to cast. 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 teleportation 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. First, here are the main stats from the Player’s Handbook. This is a very long spell, so we are doing to take it one part at a time.
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