Teleport

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. 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. The destination you choose must be known to you, and it must be on the same plane of existence as you. Your familiarity with the destination determines whether you arrive there successfully. The DM rolls d100 and consults the table to determine what happens based on your familiarity: Permanent circle (on target), Associated object (off target), Very familiar (similar area), Seen casually (mishap), Viewed once (mishap), Description (mishap), False destination (mishap).

At a Glance

Level
7th
School
Conjuration
Casting Time
1 action
Range
10 feet
Duration
Instantaneous
Concentration
No

How Teleport Works

Casting Time1 action
Range10 feet
ComponentsV
DurationInstantaneous

Available to:

Common Mistakes

Common Mistake
Not tracking familiarity with destinations carefully
Common Mistake
Forgetting mishaps can be deadly - appearing in a solid object
Common Mistake
Thinking you can teleport to places you've never been safely
Common Mistake
Not realizing teleportation circles make this spell completely reliable

DM Tips

DM Tip
High-level transportation spell that changes how the party moves
DM Tip
Mishaps should be consequential but not instant death
DM Tip
Encourage players to establish teleportation circles in safe havens
DM Tip
Consider how enemies might use or counter teleportation

Frequently Asked Questions

Sources & Further Reading