Spells / Teleport
Teleport
conjuration (teleportation)
LevelArcanist 5, Magus 5, Sorcerer 5, Summoner 4, Witch 5, Wizard 5Casting time1 standard actionRangepersonal and touchTargetsyou and touched objects or other touched willing creaturesDurationinstantaneousSaving thrownone and Will negates (object)ComponentsV
Engine mechanics - what the game actually does
Damage1 d10untypedscales per CL Will save negates
1d10/CL untyped, Will negates
Classified by SpellMechanics from this spell's own body text; the same object drives the game engine, the cards, and this page.
Description
This spell instantly transports you to a designated destination, which may be as distant as 100 miles per caster level. Interplanar travel is not possible. You can bring along objects as long as their weight doesn't exceed your maximum load. You may also bring one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load) or its equivalent per three caster levels. A Large creature counts as two Medium creatures, a Huge creature counts as four Medium creatures, and so forth. All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you. As with all spells where the range is personal and the target is you, you need not make a saving throw, nor is spell resistance applicable to you. Only objects held or in use (attended) by another person receive saving throws and spell resistance. You must have some clear idea of the location and layout of the destination. The clearer your mental image, the more likely the teleportation works. Areas of strong physical or magical energy may make teleportation more hazardous or even impossible. To see how well the teleportation works, roll d% and consult the table at the end of this spell. Refer to the following information for definitions of the terms on the table. Familiarity : "Very familiar" is a place where you have been very often an...