Teleportation
- Accuracy determined by a Spellcraft check.
- Various other modifiers based on sight, beacon/circle at destination, circle at origin, knowledge of site, etc.
- Teleport spell still exists, allows teleportation without the feat. Distance is limited by the Spellcraft check, not by your CL.
- Greater Teleport grants a +CL bonus on the Spellcraft check and allows you to take 10.
- Plane Shift uses these new mechanics. It allows for planar teleportation.
- Wish's transport travelers option automatically succeeds on the check. Still ignores local conditions (ex: Dimension Lock, dead magic zone).
- Check DCs are still a first draft.
Use only the best modifier for sight and familiarity.
Sight of Destination | Spellcraft Modifier |
Never seen | -10 |
Pinpointed at least once | -5 |
Indirectly seen at least once | -5 |
Directly seen at least once | +0 |
Pinpointed through inferior senses (such as blindsense or scent) | +5 |
Visible indirectly (such as through scrying or via a mirror) | +5 |
Within line of sight (including sight-equivalent senses) | +10 |
Familiarity | Spellcraft Modifier |
Destination does not actually exist | -201 |
Secondhand (you have heard of the destination) | -10 |
Firsthand (you have visited before) | +0 |
Nearby (within the same structure or local area as origin) | +5 |
Familiar (you have visited three or more times) | +5 |
1. If the destination does not actually exist, successful teleportation is impossible. Use the DC only to determine the effects of failure. On a success, no teleportation occurs and the would-be teleporter becomes aware that the destination does not exist. |
Connection | Spellcraft Modifier |
Likeness or picture of destination | +2 |
Object from destination | +4 |
Cartographer’s map of destination | +10 |
Created or studied teleportation beacon at destination | +10 |
Teleportation | Spellcraft DC |
Origin has a teleportation circle, destination has a teleportation beacon | 25 |
Destination has a teleportation beacon | 30 |
Origin has a teleportation circle | 40 |
No beacon or circle | 45 |
Per 100 miles distance (same plane) | +1 |
Destination is warded against teleportation (dimension lock, forbiddance, a dead magic zone, etc.) | +101 |
Destination on another, coterminous plane | +102 |
Destination on another, non-coterminous plane | +202 |
1. On a success, the teleportation arrives in the general vicinity of the edge of the ward, outside of it. 2. If the destination is on another plane, successful teleportation is impossible without appropriate magic (such as the Planar Teleporter feat or the plane shift spell). Without this, use the DC only to determine the effects of failure. On a success, no teleportation occurs and the would-be teleporter becomes aware that the destination is on another plane. Ignore the DC modifier for distance. |
On a successful Spellcraft check, you arrive at the desired location. If you know exactly where you wish to arrive, you arrive in that space, or the nearest unoccupied space if you cannot fit, otherwise you arrive in the general vicinity of the destination.
If you fail by 4 or less, the teleportation fails with no ill effect.
If you fail by 5 to 9, you arrive in an area that's visually or thematically similar to the desired destination.
If you fail by 10 or more, you suffer a mishap. You take 1d10 points of damage and must make a new Spellcraft check with a cumulative +2 bonus. On subsequent checks, you suffer additional damage each time you roll a mishap. This continues until you either succeed on the check or fail by 9 or less. Use the result of the final check to determine if and where you ultimately teleport.
You cannot take 10 on a Spellcraft check made to teleport, except with abilities that specifically allow you to (such as the
greater teleport spell).
Teleporter [Ritual]Prerequisite: Caster level 1st, Spellcraft 8 ranks, Knowledge (the planes) 8 ranks.
Benefit: You gain access to rituals based on your ranks in Knowledge (the planes).
- Teleport (Knowledge (the planes) 8 ranks): By focusing on another location, you can transport yourself to a designated destination. Interplanar travel is not possible. The success or failure of your teleportation is determined by a Spellcraft check (see above). 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 (see below) per three ranks in Knowledge (the planes) beyond 3 that you possess. 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. 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. This ritual is a spell-like ability. The effective spell level is 3rd and the effective caster level is equal to your ranks in Knowledge (the planes) minus three. Performing this ritual requires 10 minutes of incantation and materials worth 50 gp.
- Create Teleportation Beacon (Knowledge (the planes) 12 ranks): By inscribing runes or weaving magic into the surrounding area, you can create a teleportation beacon, allowing other travelers who know about it to teleport to the location with greater ease and reliability. At your discretion, the beacon may be invisible, visible, or may emit light, glowing as brightly as a candle. This ritual is a spell-like ability with permanent duration. The effective spell level is 5th and the effective caster level is equal to your ranks in Knowledge (the planes) minus three. Performing this ritual requires 1 hour of work and materials worth 500 gp.
- Create Teleportation Circle (Knowledge (the planes) 16 ranks): By inscribing runes or weaving magic into the surrounding area, you can create a teleportation circle, allowing other travelers who know about it to teleport to or from the location with greater ease and reliability. Except where noted, teleportation circles also function as teleportation beacons. At your discretion, the circle may be invisible, visible, or may emit light, glowing as brightly as a candle. This ritual is a spell-like ability with permanent duration. The effective spell level is 7th and the effective caster level is equal to your ranks in Knowledge (the planes) minus three. Performing this ritual requires 8 hours of work and materials worth 5000 gp.
Planar Teleporter [Ritual]Prerequisite: Caster level 1st, Spellcraft 12 ranks, Knowledge (the planes) 12 ranks, Teleporter.
Benefit: You can use the teleport ritual of the Teleporter feat to travel to other planes.