Teleport spell icon: a figure vanishing in rings of light
Icon by Lorc, CC BY 3.0

Teleport 5e spell

7th-level conjuration · 2024 version below

Casting time
1 action
Range
10 feet
Components
V
Duration
Instantaneous
School
Conjuration
Level
7

This spell instantly transports you and up to eight willing creatures of your choice 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 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 consults the table.

FamiliarityMishapSimilar AreaOff TargetOn Target
Permanent circle------01-100
Associated object------01-100
Very familiar01-0506-1314-2425-100
Seen casually01-3334-4344-5354-100
Viewed once01-4344-5354-7374-100
Description01-4344-5354-7374-100
False destination01-5051-100----

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 travel 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, and 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 3d10 force damage, and the GM rerolls on the table to see where you wind up (multiple mishaps can occur, dealing damage each time).

How Teleport plays

With one word, you and up to eight willing creatures you can see within 10 feet vanish and reappear at a destination you know, anywhere on the same plane. There’s no range limit. You can send a single object that fits in a 10-foot cube instead, as long as no unwilling creature is holding it.

Whether you arrive where you meant to depends on how well you know the place. The DM rolls a d100 on the spell’s table: a permanent teleportation circle whose sigils you know, or an object taken from the destination in the last six months, always lands on target. A place you know very well lands on target 76% of the time and mishaps 5% of the time. A place you’ve seen once, or only heard described, mishaps 43% of the time. A mishap deals 3d10 force damage to everyone and the DM rolls again, so a bad destination can mishap more than once.

When to pick Teleport

Common questions

What are the odds on the Teleport table?

Permanent circle or associated object: always on target. Very familiar: 01–05 mishap, 06–13 similar area, 14–24 off target, 25–100 on target. Seen casually: 01–33 mishap, 34–43 similar area, 44–53 off target, 54–100 on target. Viewed once or known from a description: 01–43 mishap, 44–53 similar area, 54–73 off target, 74–100 on target. False destination: 01–50 mishap, 51–100 similar area.

What counts as “very familiar”?

A place you’ve been very often, a place you’ve carefully studied, or a place you can see when you cast the spell.

How far off target can you land?

A random distance equal to 1d10 × 1d10 percent of the distance you were traveling, in a random direction. Miss by 15% on a 120-mile trip and you land 18 miles away, which could be in the sea.

Can Teleport take you to another plane?

No. The destination must be on the same plane of existence as you. Use Plane Shift to change planes.

How many people can I take with me?

Yourself and up to eight willing creatures you can see within 10 feet. Unwilling creatures can’t be brought along.

Did the 2024 rules change Teleport?

A little. “Viewed once” and “Description” merge into one row with the same odds, an associated object becomes a “linked object”, off target means 2d12 miles away instead of a percentage of the trip, and an object you send must be Large or smaller.

Teleport compared with similar spells

SpellHow it compares
Teleportation Circle5th level: a one-minute portal to a permanent circle whose sigils you know. No mishaps, but only to circles, and it costs 50 gp of chalk and ink.
Word of Recall6th level cleric spell: you and five others straight to a sanctuary you prepared. One destination, no risk.
Plane Shift7th level: travel to another plane, landing in or near a destination the DM picks. Teleport covers the plane you’re on.
Dimension Door4th level: up to 500 feet for you and one creature. The short-hop escape.
Transport via Plants6th level druid spell: step into one plant and out of another you’ve seen or touched, on the same plane.

Classes that can cast Teleport

ClassFirst availableSpellcasting ability
Bard spells13th character levelCharisma
Sorcerer spells13th character levelCharisma
Wizard spells13th character levelIntelligence

Teleport in the 2024 rules

The 2024 Player’s Handbook revised many spells, and the SRD 5.2 carries the new text. What changed from the 2014 version above:

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

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 1d100 and consults the Teleportation Outcome table and the explanations after it.

Teleportation Outcome

FamiliarityMishapSimilar AreaOff TargetOn Target
Permanent circle———01–00
Linked object———01–00
Very familiar01–0506–1314–2425–00
Seen casually01–3334–4344–5354–00
Viewed once or described01–4344–5354–7374–00
False destination01–5051–00——

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 3d10 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 2d12 miles away from the destination in a random direction. Roll 1d8 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.

2024 version from the SRD 5.2. Most tables settle on one edition, so check which one yours uses.

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