Teleport

7th-level conjuration · 3d10 Force damage, average 16.5

16.5 average Force damage · 3–30

Roll Teleport

Press a roll button. The dice land here.

Spell details

Level
7th-level
School
Conjuration
Casting time
Action
Range
10 feet
Components
V
Duration
Instantaneous
Classes
Bard, Sorcerer, Wizard

Teleport damage by level

Cast atDiceAverageRange
7th slot16.53–30

The odds of 3d10

3: 0.10%4: 0.30%5: 0.60%6: 1.00%7: 1.50%8: 2.10%9: 2.80%10: 3.60%11: 4.50%12: 5.50%13: 6.30%14: 6.90%15: 7.30%16: 7.50%17: 7.50%18: 7.30%19: 6.90%20: 6.30%21: 5.50%22: 4.50%23: 3.60%24: 2.80%25: 2.10%26: 1.50%27: 1.00%28: 0.60%29: 0.30%30: 0.10%
3chance of each total for 3d1030
TotalChance
10 or more92%
17 or more50%
23 or more12%
27 or more2%

Teleport against other 7th-level damage spells

By average damage on one target, Teleport ranks 6th of 6 7th-level damage spells in the SRD. Area, saves and riders are not counted here; read each spell.

SpellDiceAverage
Finger of Death7d8 + 3061.5
Symbol10d1055
Prismatic Spray12d642
Conjure Celestial6d1239
Fire Storm7d1038.5
Teleport3d1016.5

Rules text

This spell instantly transports you and up to eight willing creatures 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 Large or smaller, 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 and consults the Teleportation Outcome table and the explanations after it. Teleportation Outcome Familiarity Mishap Similar Area Off Target

On Target Permanent circle 01-00 Linked object 01-00 Very familiar 01-05 06-13 14-24 25-00 Seen casually 01-33 34-43 44-53 54-00 Viewed once or described 01-43 44-53 54-73 74-00 False destination 01-50 51-00 -

Familiarity. Here are the meanings of the terms in the table's Familiarity column: • "Permanent circle" means a permanent teleportation circle whose sigil sequence you know. • "Linked object" means you possess an object taken from the desired destination within the last six months, such as a book from a wizard's library. • "Very familiar" is a place you have visited often, a place you have carefully studied, or a place you can see when you cast the spell. • "Seen casually" is a place you have seen more than once but with which you aren't very familiar. • "Viewed once or described" is a place you have seen once, possibly using magic, or a place 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 location that no longer exists.

Mishap. The spell's unpredictable magic results in a difficult journey. Each teleporting creature (or the target object) takes Force damage, and the GM rerolls on the table to see where you wind up (multiple mishaps can occur, dealing damage each time).

Similar Area. You and your group (or the target object) appear in a different area that's visually or thematically similar to the target area. You appear in the closest similar place. If you are heading for your home laboratory, for example, you might appear in another person's laboratory in the same city.

Off Target. You and your group (or the target object) appear miles away from the destination in a random direction. Roll for the direction: 1, east; 2, southeast; 3, south; 4, southwest; 5, west; 6, northwest; 7, north; or 8, northeast.

On Target. You and your group (or the target object) appear where you intended.

This page includes material from the System Reference Document 5.2.1 (“SRD 5.2.1”) by Wizards of the Coast LLC, available at dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License. The averages, odds and tables are ours.