Note: Spells from the Teleportation subschool which do not appear here (and have not been removed) are unchanged.
Bind to HellConjuration (Teleportation) [Evil]
Level: Stygia 5
Components: V, S
Casting Time: 1 hour
Range: Touch
Target: One weapon
Duration: 1 day/level
Saving Throw: None
Spell Resistance: No
The targeted weapon shudders and momentarily emits a moaning chorus, like that of damned souls.
This spell places an infernal blessing on the touched weapon for the specified duration. Upon casting the spell, you must name or describe a specific creature. If that creature is subsequently reduced to —10 or fewer hit points by a blow from the target weapon before the spell's duration expires, its soul is whisked immediately to the Hall of the Vanquished in Stygia, where it remains forever, or until rescued. This bypasses the normal restriction on planar travel between non-adjacent planes. A weapon can gain the effect of only one bind to Hell spell at a time.
The soul manifests as a frozen version of its mortal self. With the utterance of a trigger word chosen by you upon casting, it can be temporarily imbued with motion and the use of its faculties, while a subsequent utterance of the trigger word freezes the soul again.
While the soul is in the Hall of the Vanquished, life-restoring spells and effects, such as raise dead, reincarnation, and resurrection, cannot be used to revive the creature. If the soul form of a nonoutsider is removed from the hall, it transmigrates immediately to its proper afterlife, after which life-restoring effects again become possible.
Special: Only divine casters who worship Levistus can cast this spell. It has no effect for any other caster.
City StrideConjuration (Teleportation)
Level: Bard 6, City 6
Components: V, S, M
Casting Time: 1 round
Range: Touch
Target: You and touched objects or touched willing creatures
Duration: Instantaneous
Saving Throw: None and Will negates (object)
Spell Resistance: No and Yes (object)
This spell instantly transports you from one community to a second designated community, with a range modulus of 20 miles (the destination must be another community, or a waypoint within a community). Each community must be at least as large as a small city (see page 137 of the Dungeon Master's Guide). You must have visited the destination city at some point in the past, and you do not have precise control over your arrival point -- you appear at a randomly determined safe location within the borders of the city (not within a building).
You can bring along objects as long as their weight doesn't exceed your maximum load, and you may also bring along one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load) or its equivalent (see below) per three caster levels. A Large creature counts as two Medium creatures, a Huge creature counts as two Large 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. Only objects held or in use (attended) by another person receive saving throws and spell resistance.
Material Component
A chip of city stone or brick from the selected destination.
Create Planar WaypointConjuration (Creation, Teleportation)
Level: Portal 9
Casting Time: 1 hour
Duration: Permanent
This spell functions as invoke planar waypoint except as noted. While the spell is in effect, the waypoint marker cannot be altered, moved, or destroyed.
Material Component
A specially-prepared metal obelisk worth 35,000gp which becomes a waypoint marker; the obelisk must be made of the same metal as the tuning fork used to plane shift to that plane.
Create WaypointConjuration (Creation, Teleportation)
Level: Travel 8
Casting Time: 1 hour
Duration: Permanent
This spell functions as invoke waypoint except as noted. While the spell is in effect, the waypoint marker cannot be altered, moved, or destroyed.
Material Component
A specially-prepared stone obelisk worth 25,000gp which becomes a waypoint marker.
Dimension DoorConjuration (Teleportation)
Level: Summoner 4, Thaumaturge 4, Travel 4
Components: V
Casting Time: 1 standard action
Range: Touch
Target: You and touched objects or other touched willing creatures
Duration: Instantaneous
Saving Throw: None and Will negates (object)
Spell Resistance: No and Yes (object)
You instantly teleport yourself from your current location to any other spot, with a range modulus of 100 feet. After using this spell, you can't take any other actions until your next turn. 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 two Large 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.
If you arrive in a place that is already occupied by a solid body, you and each creature traveling with you take 1d6 points of damage and are shunted to a random open space on a suitable surface within 100 feet of the intended location. If there is no free space within 100 feet, you and each creature traveling with you take an additional 2d6 points of damage and are shunted to a free space within 1,000 feet. If there is no free space within 1,000 feet, you and each creature traveling with you take an additional 4d6 points of damage and the spell simply fails.
Dimension HopConjuration (Teleportation)
Level: Summoner 2
Components: V
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes
Pale motes of light dance and swirl about your fingertips; when you touch the creature, it disappears, leaves a cloud of motes in its wake, and reappears somewhere nearby.
You instantly teleport the subject creature, with a range modulus of 5 feet. The destination must be an unoccupied space within line of sight.
Dimension JumperConjuration (Teleportation)
Level: Bard 5, Summoner 5
Components: V
Casting Time: 1 swift action
Range: Personal
Target: You and objects touched
Duration: 1 round/level
You whisk yourself from place to place with a word. For the duration of this spell, you gain the ability to teleport yourself with a range modulus of 5 feet, once per round as a move action. You can bring along held or carried objects, as long as their weight doesn't exceed your maximum load. You can't transport other creatures except for a familiar.
You must be able to see your destination; if you attempt to teleport into a solid object, the action is wasted but the spell remains in effect (if you would teleport into a solid object because of being off-target, reroll until you would land in an open space; you only waste the action if you purposefully teleport into a solid object). If you don't end your teleport on a solid surface, you fall immediately.
Dimension Jumper, GreaterConjuration (Teleportation)
Level: Summoner 9
You whisk yourself from place to place with but a thought. This spell functions like dimension jumper, except that you teleport as a swift action instead of a move action, and the range modulus is 10 feet.
Dimension ShuffleConjuration (Teleportation)
Level: Summoner 5
Components: V
Casting Time: 1 standard action
Range: Close (25 ft + 5 ft/2 levels)
Target: One creature/level, no two of which are more than 30 ft. apart
Duration: Instantaneous
Saving Throw: Will negates; see text
Spell Resistance: Yes
With a slight blue shimmer of energy and an audible pop, a number of creatures around you disappear and reappear in new positions.
You instantly transfer any subject creature from its current location to any other spot, with a range modulus of 5 feet. You must have line of sight to its new location. An unwilling creature can make a Will saving throw to negate this effect.
The creature must be placed on solid ground capable of supporting its weight. If you attempt to place a creature within a solid object or into a space where it cannot fit, the spell fails.
Dimension StepConjuration (Teleportation)
Level: Summoner 3
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft + 5 ft/2 levels)
Target: One willing creature/3 levels, no two of which are more than 30 ft. apart
Duration: Instantaneous
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)
All the creatures you target with this spell gain a dark, shimmering pattern of runes on their shoes and feet, which blaze for a moment with arcane light. Less than a second later, the targets have shifted position on the battlefield.
This spell allows your allies to make a short teleport. All creatures targeted by this spell can teleport a distance equal to their base land speed (unlike other spells in the teleportation subschool, this spell does not have a range modulus). A target can teleport to any square within its line of sight, and this movement does not provoke attacks of opportunity. A creature can teleport up to a ledge, down to the base of a flight of stairs, and so forth as long as it observes the restrictions and limits given above.
Divert TeleportConjuration (Teleportation)
Level: Summoner 4
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft + 10 ft/level
Effect: Ray
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: Yes
A gray ray flecked with red springs from your outstretched hand towards your target. You must make a ranged touch attack to hit the target; if struck, the target is covered with a glittering red field that usurps some forms of planar travel. Forms of travel taken over by this spell include ethereal jaunt, etherealness, gate, shadow walk, and any spell or spell-like ability of 4th level or higher from the Teleportation subschool.
Unlike most spells from the teleportation subschool, this spell does not have a range modulus. Instead, when this spell is cast, select a waypoint within 1 mile per caster level to which you have traveled before; alternatively, a waypoint within range can be chosen at random. If the subject of this spell casts one of the above spells, he and those traveling with him are diverted to the chosen waypoint instead. This spell can also be cast upon a gate or teleportation circle, thereafter diverting all who use the gate or teleportation circle to the chosen waypoint for the duration of divert teleport.
Until this spell ends or is dispelled, the subjects of the spell cannot use any of the abovementioned spells to travel away from the waypoint. If they try, the casting simply returns them to the same waypoint. When the duration expires, the diversion ends, and subjects return to their point of origin automatically.
Door of DecayConjuration/Necromancy (Teleportation)
Level: Decay 5, Necromancer 5
Components: V, S
Casting Time: 1 standard action
Range: See text
Target: You
Duration: Instantaneous
You feel yourself pulled forward, into the undead creature you have touched. Your flesh and soul grow cold, and after an instant of maddening emptiness, you reappear elsewhere.
You can use the Negative Energy Plane as a conduit in the same fashion that most teleportation magic uses the Astral Plane. Upon casting this spell, you step into an undead creature and emerge from another designated undead creature, with a range modulus of 10 miles. (The designated undead counts as a waypoint when determining accuracy as long as it is within 30 feet of a true waypoint.)
If you do not know the precise location of the destination undead, you can select the undead creature you control nearest your desired exit point. Both undead creatures must be your size category or larger and either willing or under your control. (Mindless undead are considered willing only if you control them.)
If you worship Wee Jas, Vecna, or another deity associated with both death and magic, you gain a +4 enhancement bonus to your caster level for the purpose of determining the maximum distance you can travel. You can bring along objects as long as their weight doesn't exceed your maximum load, but you cannot bring other creatures with you.
Dream WalkConjuration (Teleportation)
Level: Oneiromancy 4
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched, or up to 8 willing creatures joining hands
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes
You move the target into a dreamscape. This spell functions exactly like plane shift, except that the dreamer whose dreamscape you are entering acts as a planar waypoint for that dreamscape. The dreamer must be within 30 feet, or you must have line of sight to it.
Evacuation RuneConjuration (Teleportation)
Level: Bard 5, Summoner 5
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Effect: One invisible rune
Duration: 24 hours or until discharged; see text
Saving Throw: None (harmless)
Spell Resistance: No (harmless)
You scribe a bloody rune on an object, which flares for an instant and then vanishes. Even though the rune has disappeared, you feel as though you can step back to it simply by willing it.
You create a magical mark that you can teleport to at a moment's notice. Upon casting this spell and touching a surface or inanimate object, you create an invisible rune like that created by the spell arcane mark (PH 201), which acts as a temporary waypoint that only you can use. At any point during this spell's duration, you can discharge it to teleport (as the greater teleport spell, carrying yourself and up to 50 lbs of equipment only) back to the mark as a swift action. After teleporting in this way, you can't take any other actions until your next turn.
The mark created by this spell can be detected in the same ways that an invisible arcane mark can be. You are not alerted if the mark is dispelled, or the object upon which it is inscribed is destroyed. Any attempt to teleport back to a dispelled or destroyed mark still requires a swift action, but the attempt fails.
If you created the evacuation rune upon a portable object, that object can be moved by another creature; however, you have no knowledge of whether your mark has been moved or where, and upon teleporting to its location, you are subject to any adverse conditions. If the mark has been moved to another plane, any attempt to teleport to it fails.
If the object inscribed with the evacuation rune is moved somewhere too small for you to appear, or is otherwise covered by a solid body, you take 1d6 points of damage and are shunted to a random open space on a suitable surface within 100 feet of the intended location. If there is no free space within 100 feet, you take an additional 2d6 points of damage and are shunted to a free space within 1,000 feet. If there is no free space within 1,000 feet, you take an additional 4d6 points of damage, and the teleport attempt simply fails.
Material Component
The blood of an owl, hawk, or eagle.
Familiar RefugeConjuration (Teleportation)
Level: Thaumaturge 6
Components: V
Casting Time: 1 swift action
Range: Unlimited
Target: You or your familiar
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
You feel the bond between yourself and your familiar strengthen, and then the animal stands before you.
You instantly transport yourself to your familiar, as greater teleport, treating your familiar as a temporary waypoint for the purposes of this spell. You can't bring any other living creatures with you. Alternatively, you can bring your familiar to you, subject to the same restrictions.
Firestride ExhalationConjuration/Evocation (Teleportation) [Fire]
Level: Warmage 4
Components: V, S
Casting Time: 1 standard action
Range: 30 ft; see text
Area: Cone-shaped burst; see text
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
With a word and a gesture, you fill your lungs with swirling, burning energy. Then, with a mighty exhalation, you flood the space before you with a powerful cone of fire. As the last wisps of energy leave your lips, your body becomes part of the breath weapon, allowing you to flow through space and reform your body anywhere within the breath's area.
You breathe forth a cone of fire that deals 8d6 points of fire damage. A successful Reflex save halves this damage, and spell resistance applies. Though this effect is similar to a breath weapon, abilities or effects which alter or trigger from breath weapons do not apply.
When you cast this spell, you have the option of becoming part of the exhalation and teleporting instantly to any unoccupied space within the cone's area, with a range modulus of 5 feet. Your entire body need not fit within the area, as long as your new space shares at least 1 square with the cone's area. You bring along any gear worn or carried (up to your maximum load). You can't bring along other creatures except for your familiar.
You must make this decision when casting the spell, before any other effects of the spell are resolved (such as saves, spell resistance, and so forth). You aren't damaged by the spell's effect when you appear within its area.
Frostfell SlideConjuration (Teleportation) [Cold]Level: Druid 4, Frost 4
Components: V, S, DF, Frostfell
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 hour/level or until discharged; see text
You gain the ability to instantly teleport from one area of slush, snow, or ice to any other area of slush, snow, or ice. The range modulus between your origin and destination is dependent on the type of substance touched at your point of origin, as shown on the table below.
You can wait to travel in this manner up to the duration of the spell, holding the charge; discharging it is a swift action, at which point your destination acts as a temporary waypoint which only you can use, and only for the purposes of this spell. Upon teleporting to your destination, the spell immediately ends.
Type of Area | Range Modulus |
Slush | 100 feet |
Snow | 200 feet |
Ice | 300 feet |
Invoke Planar WaypointConjuration (Creation, Teleportation)
Level: Portal 4
Components: V, S, M
Casting Time: 1 full-round action
Range: 5 feet
Effect: One planar waypoint
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No
This spell functions as invoke waypoint, but invokes a planar waypoint instead.
Material Component
A non-magical metal object worth at least 1000gp to use as a waypoint marker; the object must be made of the same metal as the tuning fork used to plane shift to that plane.
Invoke WaypointConjuration (Creation, Teleportation)
Level: Travel 3
Components: V, S, M
Casting Time: 1 full-round action
Range: 5 feet
Effect: One waypoint
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No
Placing the object in a square adjacent to you, you invoke a temporary waypoint. For the duration of this spell, any creature attempting a teleportation spell may use your waypoint as a destination, as normal for waypoints.
The object you place becomes the waypoint marker, and cannot be moved from that square or destroyed by any means for the duration of the spell (as an immovable rod). Once the waypoint has been invoked, the waypoint marker can be identified as such with a successful Spellcraft check (DC 20), and gives off a faint aura of Conjuration (Teleportation).
Whenever a creature teleports to your waypoint, it arrives in a square adjacent to the waypoint marker; if those squares are occupied or cannot support the teleported creature, the creature appears in an unoccupied square as close to the waypoint marker as possible, on a surface that can support it.
Material Component
A non-magical object worth at least 500gp to use as a waypoint marker. The most common object is a specially-carved wooden pole, 5 feet high, but any object of appropriate worth can be used.
Knight's MoveTransmutation (Teleportation) [Cold]
Level: Champion 3
Components: V, S, DF
Casting Time: 1 swift action
Range: 5 ft/2 levels; see text
Target: You
Duration: Instantaneous
The ground before you appears overlaid with a chessboard pattern, with certain squares of the chessboard glowing softly red. Time stops for you as you move without walking to the indicated location.
You can teleport with a limited distance and a circumspect form of movement. You can instantly move with a range modulus of 5 feet with this spell (to a maximum of the spell's range), but you must end this movement in a square that leaves you flanking an enemy (i.e., for the duration of this spell, the enemy acts as a temporary waypoint that only you can use).
MazeConjuration (Teleportation) [Cold]
Level: Warmage 8
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft + 5 ft/2 levels)
Target: One creature
Duration: See text
Saving Throw: None
Spell Resistance: Yes
You banish the subject into an extradimensional labyrinth of force planes. Each round on its turn, it may attempt a DC 20 Intelligence check to escape the labyrinth as a full-round action. If the subject doesn’t escape, the maze disappears after 10 minutes, forcing the subject to leave.
On escaping or leaving the maze, the subject reappears where it had been when the maze spell was cast. If this location is filled with a solid object, the subject appears in the nearest open space. Spells and abilities that move a creature within a plane, such as teleport and dimension door, do not help a creature escape a maze spell, but a plane shift spell allows it to escape the maze as if its original square was the only planar waypoint on the only coterminous plane. Minotaurs are not affected by this spell.
Node DoorConjuration (Teleportation)
Level: Druid 3, Node 3, Thaumaturge 3
Components: V
Casting Time: 1 standard action
Range: Varies; see text
Target: You and touched objects or other touched willing creatures
Duration: Instantaneous
Saving Throw: None and Will negates (object)
Spell Resistance: No and Yes (object)
You instantly transfer yourself from your current node to any other node of the same type that you have visited, with a 10 mile range modulus. You treat your destination node as a temporary waypoint for the purposes of this spell. You always arrive at the exact spot desired — whether by simply visualizing the area or by describing your destination (for example, "the Shadow Weave node in the garden at the Temple of Old Night"). After using this spell, you can't take any other actions until your next turn.
If you arrive in a node that is already partially occupied by a newly added object, you arrive in the closest clear space in that node. If the node is completely filled or has been destroyed by any means, you bounce to the next closest node of the same type (determined randomly or by the DM). Each such "bounce" deals 2d6 points of damage to you and any who accompany you.
You can bring along objects, as long as their weight doesn't exceed your maximum load. You can 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 two Large 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. Only objects held or in use (attended) by another person receive saving throws and spell resistance.
Special: You must have the Node Spellcasting feat to cast this spell.
Phantom ChargeConjuration (Teleportation)
Level: Cavalier 4, Druid 4
Components: V, S
Casting Time: 1 swift action
Range: Personal and touch
Target: You and your special mount or animal companion
Duration: Instantaneous
You and your mount utter a fierce call as one. The beating of its hooves grows almost deafening, and the world around you begins to shimmer. If you cast this spell while mounted on your special mount or mount-sized animal companion, you tap into the latent energies of that creature, creating a short-range teleportation effect.
Between a single pair of steps, you and your mount can teleport directly forward once, with a 5-foot range modulus. Many characters use this spell to attack over rough terrain that would normally prevent a charge. Because this spell can be cast while your mount is moving, the creature can move part of its speed both before and after the spell takes effect.
If you cast this spell in conjunction with master cavalier (Complete Champion, page 124) and war-mount (Ibid., pg 129), the three spells have a synergistic effect. See the master cavalier spell description for details.
Planar NavigationConjuration (Teleportation)
Level: Summoner 9
Components: V, S, AF, DF
Casting Time: 1 minute
Range: Touch
Target: One ship
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes
You move yourself and the contents of an entire ship to another plane of existence. When you begin casting the spell, a fog descends about the vessel, and clears after a minute. The ship always appears by a planar waypoint in a body of water large enough for the ship to sit in safely, unless the destination plane has no waypoints in a body of water large enough to hold the ship, in which case the ship simply materializes right side up, lying on the ground next to a planar waypoint. If the destination plane is one that possesses a planar waypoint in an ocean, the ship automatically appears there.
Note that this spell does not grant the ship or its inhabitants any ability to survive on the destination plane — the ship simply appears in the plane upon a body of water (or, in the case of planes that are made up of nothing but water, in the water). Any characters or creatures aboard unwilling to move to the new plane are entitled to a Will saving throw to resist the effect, but might find themselves floating in the water when the ship vanishes from around them.
Arcane Focus
A sextant (see page 108 of Stormwrack).
Plane ShiftConjuration (Teleportation)
Level: Portal 5, Summoner 7, Thaumaturge 7
Components: V, S, AF
Casting Time: 1 standard action
Range: Touch
Target: Creature touched, or up to eight willing creatures joining hands
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes
You move yourself or some other creature to another plane of existence or alternate dimension. If several willing persons link hands in a circle, as many as eight can be affected by the plane shift at the same time.
You may only use this spell for travel between adjacent planes, as described in the Teleportation subschool description. When you cast this spell, you must choose a location as the destination. However, precise accuracy as to a particular arrival location on the intended plane is nigh impossible; you arrive at any planar waypoint within 5d% of your intended destination, chosen randomly. If you choose a location with no planar waypoints with 5d% miles, the spell fails.
Note: Plane shift transports creatures instantaneously and then ends. The creatures need to find other means if they are to travel back.
Focus
A small, forked metal rod. The size and metal type dictates to which plane of existence or alternate dimension the spell sends the affected creatures. Forked rods keyed to certain planes or dimensions may be difficult to come by, as decided by the DM.
Plane Shift, GreaterConjuration (Teleportation)
Level: Portal 7, Summoner 8
This spell functions like plane shift, except that the spell takes you to the nearest planar waypoint to your desired location.
RefugeConjuration (Teleportation)Level: Home 7, Summoner 9
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Object touched
Duration: Permanent until discharged
Saving Throw: None
Spell Resistance: No
You create the powerful magic in some specially-prepared object to transport you or another creature across the plane. Once the item is enchanted, you must give it willingly to a creature and at the same time inform it of a command word to be spoken when the item is used. To make use of the item, the subject speaks the command word at the same time that it rends or breaks the item (a standard action). The item can only be activated by the recipient; if you or some other creature attempt to activate it, it is instead destroyed and the spell is wasted. While enchanted, the object gives off a faint aura of conjuration (teleportation).
You may choose one of two effects to occur when the object is activated:
- Activating the item causes the recipient and all objects it is wearing and carrying (to a maximum of the character's heavy load) to teleport directly to you, with an unlimited range modulus, treating you as a temporary waypoint for the purposes of this spell. No other creatures are affected, aside from a familiar or similar companion who is touching the subject. The spell transports the recipient any distance within the same plane, but will not work across planes. (If you are on a different plane when the object is activated, the item is destroyed and the spell is wasted.)
- When the item is activated, you are transported to a random square within 10 feet of the recipient, with an unlimited range modulus, treating the recipient as a temporary waypoint for the purposes of this spell. You may bring along only what you are carrying, to a maximum of your heavy load, and no other creatures, aside from a familiar or similar companion who is touching you at the time. You will have a general idea of the location and situation of the item possessor at the time the refuge spell is discharged, but once you choose for the spell in this fashion, you have no choice whether or not to be transported.
Material ComponentThe specially prepared object, whose construction requires gems worth 1,500 gp.
StormwalkConjuration (Teleportation)
Level: Druid 6, Storm 6, Summoner 6
Components: V, S, DF
Casting Time: 1 round
Range: Touch
Target: You and up to one other creature for every two levels
Duration: Instantaneous
Saving Throw: None and Will negates (object)
Spell Resistance: No and Yes (object)
You draw upon the power of a storm to teleport yourself and a number of others from one place to another.
Upon casting the spell, the storm suddenly intensifies in the area where the spell was cast, obscuring the sight of those affected, whether because of a thickening of fog, a sudden increase in the downfall of hail and sleet, or a strike of lightning. On the next round, the disturbance disappears and the characters affected by the spell are gone, carried to a destination with a range modulus of 2 miles.
Though the targets of the spell disappear instantaneously once the spell is cast, they do not immediately reappear at the spell's destination. Instead, 10 minutes elapse during which a storm quickly develops in the target location. This is plainly not a natural occurrence to anyone who witnesses it, unless there is already a storm in progress. Then an intensification of this storm obscures sight at the target location, and the targets of the spell reappear.
The targets always appear in some place that is open to the storm; thus, they can appear on the upper parapets of a castle, but not inside the castle, or at an underground waypoint. Though 10 minutes have passed since they disappeared, it appears to the travelers as though the transport were instantaneous. Additionally, for the 10 minutes while the targets are gone, they are treated as though they were on another plane.