System	
  Reference	
   Document	
  5.1 	
   186	
  
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	
  GM	
  rolls	
  
d100	
  and	
  cons ults	
  the	
  table.	
  
Familiarity	
   Mishap	
  
Similar	
  
Area	
  
Off	
  
Target	
  
On	
  
Target	
  
Permanent	
  
circle	
  
—	
   —	
   —	
   01–100	
  
Associated	
  
object	
  
—	
   —	
   —	
   01–100	
  
Very	
  familiar	
   01–05	
   06–13	
   14–24	
   25–100	
  
Seen	
  casually	
   01–33	
   34–43	
   44–53	
   54–100	
  
Viewed	
  once	
   01–43	
   44–53	
   54–73	
   74–100	
  
Description	
   01–43	
   44–53	
   54–73	
   74–100	
  
False	
  
destination	
  
01–50	
   51–100	
   —	
   —	
  
	
   Familiarity.	
  “Permanent	
  circle”	
  means	
  a	
  
permanent	
  teleportation	
  circle	
  whose	
  sigil	
  sequence	
  
you	
  know.	
  “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. 	
  
	
   “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.	
  “Seen	
  casually”	
  is	
  
someplace	
  you	
  have	
  seen	
  more	
  than	
  once	
  but	
  with	
  
which	
  you	
  aren’t	
  very	
  familiar.	
  “Viewed	
  once”	
  is	
  a	
  
place	
  you	
  have	
  seen	
  once,	
  possibly	
  using	
  magic.	
  
“Description”	
  is	
  a	
  place	
  whose	
  location	
  and	
  
appearance	
  you	
  know	
  through	
  someone	
  else’s	
  
description,	
  perhaps	
  from	
  a	
  map. 	
  
	
   “False	
  destination” 	
  is	
  a	
  place	
  that	
  doesn’t	
  exist.	
  
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. 	
  
	
   On	
  Target.	
  You	
  and	
  your	
  group	
  (or	
  the	
  target	
  
object)	
  appear	
  where	
   you	
  want	
  to.	
  
	
   Off	
  Target.	
  You	
  and	
  your	
  group	
  (or	
  the	
  target	
  
object)	
  appear	
  a	
  random	
  distance	
  away	
  from	
  the	
  
destination	
  in	
  a	
  random	
  direction.	
  Distance	
  off	
  target	
  
is	
  1d10	
  ×	
  1d10	
  percent	
  of	
  the	
  distance	
  that	
  was	
  to	
  be	
  
traveled.	
  For	
  example,	
  if	
  you	
  tried	
  to	
  t ravel	
  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.	
  The	
  GM	
  determines	
  the	
  direction	
  off	
  
target	
  randomly	
  by	
  rolling	
  a	
  d8	
  and	
  designating	
  1	
  as	
  
north,	
  2	
  as	
  northeast,	
  3	
  as	
  east,	
  an d	
  so	
  on	
  around	
  the	
  
points	
  of	
  the	
  compass.	
  If	
  you	
  were	
  teleporting	
  to	
  a	
  
coastal	
  city	
  and	
  wound	
  up	
  18	
  miles	
  out	
  at	
  sea,	
  you	
  
could	
  be	
  in	
  trouble. 	
  
	
   Similar	
  Area.	
  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	
  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.	
  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. 	
  
	
   Mishap.	
  The	
  spell’s	
  unpredictable	
  magic	
  results	
  in	
  
a	
  difficult	
  journey.	
  Each	
  teleporting	
  creature	
  (or	
  the	
  
target	
  object)	
  takes	
  3 d10	
  force	
  damage,	
  and	
  the	
  GM	
  
rerolls	
  on	
  the	
  table	
  to	
  see	
  where	
  you	
  wind	
  up	
  
(multiple	
  mishaps	
  can	
  occur,	
  dealing	
  damage	
  each	
  
time).	
  
Teleportation Circle 
5th-­‐‑level	
  conjuration 	
  
Casting	
  Time: 	
  1	
  minute	
  
Range:	
  10	
  feet	
  
Components:	
  V,	
  M	
  (rare	
  chalks	
  and	
  inks	
  infus ed	
  
with	
  precious	
  gems	
  with	
  50	
  gp,	
  which	
  the	
  spell	
  
consumes)	
  
Duration:	
  1	
  round	
  
As	
  you	
  cast	
  the	
  spell,	
  you	
  draw	
  a	
  10 -­‐‑foot-­‐‑diameter	
  
circle	
  on	
  the	
  ground	
  inscribed	
  with	
  sigils	
  that	
  link	
  
your	
  location	
  to	
  a	
  permanent	
  teleportation	
  circle	
  of	
  
your	
  choice	
  whose	
  sig il	
  sequence	
  you	
  know	
  and	
  that	
  
is	
  on	
  the	
  same	
  plane	
  of	
  existence	
  as	
  you.	
  A	
  
shimmering	
  portal	
  opens	
  within	
  the	
  circle	
  you	
  drew	
  
and	
  remains	
  open	
  until	
  the	
  end	
  of	
  your	
  next	
  turn.	
  
Any	
  creature	
  that	
  enters	
  the	
  portal	
  instantly	
  appears	
  
within	
  5	
  feet	
  of	
  the	
  destin ation	
  circle	
  or	
  in	
  the	
  
nearest	
  unoccupied	
  space	
  if	
  that	
  space	
  is	
  occupied. 	
  
	
   Many	
  major	
  temples,	
  guilds,	
  and	
  other	
  important	
  
places	
  have	
  permanent	
  teleportation	
  circles	
  
inscribed	
  somewhere	
  within	
  their	
  confines.	
  Each	
  
such	
  circle	
  includes	
  a	
  unique	
  sigil	
   sequence—a	
  
string	
  of	
  magical	
  runes	
  arranged	
  in	
  a	
  particular	
  
pattern.	
  When	
  you	
  first	
  gain	
  the	
  ability	
  to	
  cast	
  this	
  
spell,	
  you	
  learn	
  the	
  sigil	
  sequences	
  for	
  two	
  
destinations	
  on	
  the	
  Material	
  Plane,	
  determined	
  by	
  
the	
  GM.	
  You	
  can	
  learn	
  additional	
  sigil	
  sequence s	
  
during	
  your	
  adventures.	
  You	
  can	
  commit	
  a	
  new	
  sigil	
  
sequence	
  to	
  memory	
  after	
  studying	
  it	
  for	
  1	
  minute. 	
  
	
   You	
  can	
  create	
  a	
  permanent	
  teleportation	
  circle	
  by	
  
casting	
  this	
  spell	
  in	
  the	
  same	
  location	
  every	
  day	
  for	
  