", "A tiny Puckish man hitched a ride out of his prison dimension. Roll a d20. The planes have long overlapped, touching each other in particularly thin points, the war for good and evil, law and chaos waged through them all. His name is hard to pronounce, but he thanks you for freeing him. I hope you cast the teleportation spell right! There is a half broken ship with a skeleton of an old man and a wood puppet. ", ", "The party’s minds are randomly switched. They encounter themself, but the other party is the polar opposite of the players and will try to kill them. Penalty to dexterity until trimmed. The magi… Animated, talking copies of your skeletons appear next to you. a battlefield, a dragon’s nest, a feast of a king, a brothel, the middle of an ocean, … before they reach their final destination. The universe moves, but the caster is kept in one place. The party falls over in agony missing a vital part of their anatomy. Flip a coin to determine if they are friendly or hostile... and your mom said you couldn't make new friends. The party now exists in duplicate in different places. As the inn’s fare fills the caster’s belly and the patrons begin to socialize with them, the caster becomes less and less inclined to leave. "The caster put a bit too much accent on the last syllable, and the party is scattered around the world. "Caster couldn't focus to cast the spell so instead he cause an explosion that injuries the party. 3. "Teleportee loses a kidney. You hope it’s unrelated…but it’s probably not. "An exact copy of the Taj Mahal appears next to them. It will protect any camp or domicile you tell it to. "They leave a ghostly version of themselves behind that continuously repeats their actions from the minute before they teleported, over and over again. The latter can stop ingress and egress cold: have enough planar bleed from something suitable and you can claim -- straightfacedly -- that they're on a different plane, and so cannot teleport. Watching’ followed by a chill down their spines. (Steam punk campaign mixing wizardry with firearms! Party gains 1d4 health and are covered with glowing angelic sigils. Maybe you try to explore the enemy’s secret room but you only see an illusion, or a place you used to be familiar with but no longer exists. No syrup or butter though. var msg = randomStrings[Math.floor(Math.random()*randomStrings.length)]; He sells corn for 2 silver coins per bushel. The party vows to take better care of their feet. "The party is teleported a few miles from each other. ", I recommend making this item a "very rare" item, and potentially making it available to party's who can't naturally get the teleportation spell. The door at the base of the tower is made of hard wood reinforced with iron straps. They exchange eye colors. They leave a ghostly version of themselves behind that continuously repeats their actions from the minute before they teleported, over and over again. There is a half broken ship with a skeleton of an old man and a wood puppet. The image does not fade right away, if they close their eyes for the next few ours they can still see it like an afterimage. It takes a full second but feels like hours. "The caster is transported to another dimension where they are forced to fight progressively more difficult opponents in an arena. "The teleportation has some stopovers on random locations for 1d4 seconds each. The party’s bodies and equipment are left behind but their souls make it to the destination, their bodies become dormant until their souls (now in ghosts form) can make it back to their bodies. In actuality, the inn and all its original occupants are part of a small sentient pocket dimension that feeds off of feelings of contentment and satisfaction. You and your team (or target object) appear in a different place that is similar in appearance or atmosphere to the destination. If the caster is able to kill the fire elemental, they are instantly transported to their intended location. It's a fourth level evocation spell which allows a player to designate a 10ft circle. There’s 300 GP inside and this seems like as good a place as any to build a fort or keep. You are teleported into a sealed crate that appears to you to be moving…. Apparently, they were clones, not teleported, and all of their dying cells were replaced with new ones. Expect piercing damage. Soft, upbeat music is constantly being played by a talented bard in one of the room’s corners, which somehow gives the caster a feeling of home. Usually you will appear in a similar area closest to the destination, but since this spell has no distance limit, you may appear in any place on the same plane. This dimension is limbo, but in the middle of no where, as you look around you, you see barren waste land as far as the eye can see. ", They yell for your help. 4. They are returned to their original position shortly after. The change of identity persists until they finish a quest. Have a nice day. ", Caster couldn’t focus to cast the spell so instead he cause an explosion that injuries the party. "An inter dimensional tavern and inn appears next to you. The effect is indistinguishable from successful teleportation unless someone else was teleporting at the same time. External Door. ", ", All rights reserved. The hand quickly and viscously swats the caster down to the ground, causing them to take 2d6 falling damage and 2d6 bludgeoning damage. Caster/Group needs to succeed saving throw or take fall damage. Familiarity. "The party is teleported to a narrow alleyway where bandits wait ready to attack and rob them. ", You can then make one melee weapon attack against the attacker. You each end up with a familiar that guided you out of a pocket dimension while in transit. An ambitious demon takes advantage of the disturbance in space time and appears at the intended destination of the teleport, but otherwise the teleport fails to move anything. The destination must be an open space on a solid surface. ", The caster disappears into the clouds and descends to their intended point of teleportation one turn later, breaking all surfaces along the way and causing a similar explosion to the first at their point of impact. Embracing the moments afforded them by this gift, or curse, they find themselves at home wherever and whenever is necessary. As the inn’s fare fills the caster’s belly and the patrons begin to socialize with them, the caster becomes less and less inclined to leave. In actuality, the inn and all its original occupants are part of a small sentient pocket dimension that feeds off of feelings of contentment and satisfaction. A flash of lightning strikes the player intending to teleport dealing 3d6 damage. ", Areas of strong physical or magical energy may make teleportation more hazardous or even impossible. "Party takes 1d4 damage and are covered with infernal sigils. Roll 1d4, you are now a different race temporarily for that many days. Teleportee arrives at the right place but the wrong time – either past or future. "The group creates a flux where they alternate between two places at once. ... Investiture of Flame/Ice/Stone/Wind – Become the embodiment of an element and – so long as you maintain concentration – you’ll have access to a magical attack, an area of affect, varying movement abilities, and resistance to the element. Caster/Group feels a sudden illness. "One random item they possess becomes cursed. This spell teleports you and up to eight voluntary creatures that you can see within the range of the spell, or an object you can see within the range of the spell, to a location you specify. 2. You’re missing your left arm. The caster accidentally teleports the party into the middle of an ocean, but shortly brings them back to the original spot. The dust is slowly drifting away on a slight breeze and it's taking you with it. You point at a spot and cast teleport. For example: If the player has defeated the last of the Celestial Pillars, and the Moon Lord is about to spawn, they can quickly teleport back to their arena. You teleport to another dimension. Roll 1d4 and an evil twin of yourself appears that lasts that many days, but you’re both unable to kill your own copy. ", As he leaves you see a distant planet explode. "At the starting location, everyone hears a loud bang; at the destination, everyone hears a whimper. The caster is transported to another dimension where they are forced to fight progressively more difficult opponents in an arena. "The teleport was successful, but you also brought some interesting things with you. ", ", "A random party member becomes ethereal for 1d4 hours. ", "You teleport to another dimension. "A singularity brings a house golem into being under your control. "Teleportee accidentally moves through time as well as space, heading 21-1D20 hours into the future as well. ", If the result is Even, nothing happens. So I don't recommend giving the item to level 10 players or lower, this is a level 11-15 category item. ", Advertisements. The hand quickly and viscously swats the caster down to the ground, causing them to take 2d6 falling damage and 2d6 bludgeoning damage. "You arrive where you wanted, but 5 years too late. A random creature has been picked up while the magic trail travels. Everyone is hungry by the time they arrive. Any movement relative to the point of casting and the point of impact is translated across teleportations. When they are eventually killed, their teleportation is completed and they revert to their previous age. 13 The Old ACME Trick: Teleportation (5e) Via D&Dbeyond.com. "You're missing your left arm. The spell’s area overlaps walls and other solid and liquid objects (preventing intruders from bypassing the ward by teleporting into a wall or through similar means). No time has passed since. In a regular casting, take a minute to draw the circle and connect it to a permanent circle in the process. The party is teleported a few miles from each other. At the starting location, everyone hears a loud bang; at the destination, everyone hears a whimper. ", Teleport is to successful place, but 500 ft up…. The ground is blackish brown, and the dirt is cracked and dried up. ", Their clothes and belongings teleport ten feet away. If that attack hits, it deals an extra 1d10 force damage. "They arrive just in time to watch future versions of themselves create a paradox and explode. “Seen once” refers to a place you have only seen once, including a place that you have seen through magic. Note that using a teleport spell is not possible above level 20 Wilderness, nor in any of the combat based minigames such as Castle Wars and Pest Control. Off Target. ‘Where are my feet?’ The party falls over in agony missing a vital part of their anatomy. "The object or person teleporting doesn't appear at the destination and in place a monster does. They can be sold to a nearby farmer who will shear them and the bolts of cloth are known for making wearers more stealthy. The change of identity persists until they finish a quest. ", ", ", "You point at a spot and cast teleport. They are returned to their original position shortly after. Party is covered in blue flames for 10 minutes, it doesn’t deal any damage to them though. The teleportation goes to the right place, although the timespace has been flawed. Both parts of the body are still alive and function as normal, connected mistically to each other, but split. The spell had miniaturized you, in order to appear at that location. Everyone is hungry by the time they arrive. Each PC has a key in their hand to a different door in the complex. This adventure takes place after the events described in Hoard of the Dragon Queen and The Rise of Tiamat, but does not directly depend on them. It's nearby and slowly creeping back to you. In the ship is a crystal that changed the teleportation so they can teleport away once they have the stone. If the Result is Odd, then for the next 4 hours the PC will feel a heavy sadness. ", Casting Time: 1 minute Range: 10 feet Components: V, M (rare chalks and inks infused with precious gems with 50 gp, which the spell consumes) Duration: 1 round . "They are possessed by mischievous spirits. If a creature fails the saving throw by more than 5, they are deafened for one minute and knocked prone. Teleport trap wards an area, redirecting all teleportation into or out of the area to a specific point within the area determined by you at the time of casting. The PC’s all catch a vision of a great bulbous eye and the words: ‘Ever…. ", In the ship is a crystal that changed the teleportation so they can teleport away once they have the stone. The alien populace welcomes you with open arms. But as soon as you attempt to approach them, you feel you soul and body get hot as your dragged away and teleported to the original desired location. You've stayed behind and slowly collapse into a bunch of folding flesh. "Hair length increases by a year's growth. "The teleport transports only their consciousness to the new place and their spirit must find its way back to its comatose body", ", "Everyone sneezes. You come to in a strange land. Roll 1D6 to find: 1. You can see where they they are, floating as specters/ghosts. A frost giant. Cardiff Property Blog Local property market information for the serious investor Articles Courtesy of Northwood Cardiff. Harry Potter and the Philosopher's Stone; Harry Potter and the Chamber of Secrets; Harry Potter and the Prisoner of Azkaban; Harry Potter and the Goblet of Fire; Harry Potter and the Order of the Phoenix ; Harry Potter and the Half-Blood Prince; Harry Potter and the Deathly Hallows; Rowling's Companion Writings. Soft, upbeat music is constantly being played by a talented bard in one of the room’s corners, which somehow gives the caster a feeling of home. The caster put a bit too much accent on the last syllable, and the party is scattered around the world. "A random party member secretly changes alignment for 1d4 days. ", The spell components in 5e is chalk and a year of casting to create a permanent teleportation circle. In your twilight years you sit on your deathbed along with your fellow PCs. If a creature fails the saving throw by more than 5, they are deafened for one minute and knocked prone. A creature takes 5d6 fire and 5d6 thunder damage on a failed save, or have as much on a successful one. Their souls switch bodies. 5e Community. To see how well the teleportation works, roll d% and consult the Teleport table. A person teleports ‘slowly’…meaning the visibly see the astral sea, hell, celestia and other planes as they zip through them. Flip a coin to determine if they are friendly or hostile… and your mom said you couldn’t make new friends. ", A giant frog. But to use 5E is to basically hook up the setting to a massive volcano of mechanics, monsters, tools, and preconceived possibilities that could launch a thousand campaigns. This circular phalanx connects your location to a permanent teleportation phalanx of your choice that is on the same plane as you (you must know the sequence of runes for that phalanx). A giant frog. '", In your twilight years you sit on your deathbed along with your fellow PCs. A beholder zombie. Description: This stone has been charged with a single use of Teleport and attuned to a specific location (usually the site that it was created). ", Every part of the person’s body arrives at the destination… except for their skin which comes several minutes later. A large section of a stone tower apparates next to them making it the tallest structure in the area. "They teleport to the right place but not oriented to the ground correctly (upside down, horizontal,etc), causing them to fall on their backs, stomachs, or heads. ", Some have streaks or patterns running through them, while others are pure. "The teleportation ends 1d20 feet over the ground. "Caster/Group feels a sudden illness. The teleport was successful, but you also brought some interesting things with you. First, transmute stone to mud which cuts movement speed. For the next few minutes, you hear deceased relatives, and deceased friends call out to you. ", "Teleport is to successful place, but 500 ft up...", Have the players lip sync Harry Belafonte’s ‘Day-O’ or they stay possessed for another 1d4 days. "Roll 1d4, you are now a different race temporarily for that many days. A person looks physically younger. The alien populace welcomes you with open arms. You live a beautiful life and live to see your children and grandchildren grow up happy and healthy after intermarrying with the aliens. ", The spell appears to fail, when in actuality the effects of the spell are delayed by one minute. The party now exists in duplicate in different places. document.getElementById('randomDiv').innerHTML = msg; Your mournful spouses kiss you goodbye as you close your eyes one last time…then you arrive at your destination as if none of it ever happened. The walls of the tower are made of stone; the floors and ceilings of hardwood wood. Five hundred doves appear with you and fly away as a nearby magician yells, ‘Ta-da!!!’. An evil clone of the caster appears at the intended point of teleportation and does its best to cause all manner of mischief and mayhem, though it does nothing that would be very harmful or potentially deadly to itself. ", ", Both parts of the body are still alive and function as normal, connected mistically to each other, but split. All of the casters gear and clothes are teleported in a different place nearby. A singularity brings a house golem into being under your control. "Timespace anomaly - person arrives 2x larger than before but moves and acts 2x slower", There is a brief delay between leaving and arriving, while an autonomous voice intones ‘your call may be monitored for quality assurance purposes.’. "The caster is teleported to a plane of Fire Elementals inside a heavy iron cage. The hand then tauntingly waves it’s index finger back and forth before popping out of existence. "The caster appears 30 feet above where they initially teleported, pressed flat against the palm of a massive ethereal hand. Exiting through the far door instantly transports the caster to their intended destination. "A large section of a stone tower apparates next to them making it the tallest structure in the area. Dimension Door – Teleport yourself and one willing creature to a location within a 500ft range. "Rather than teleport over a distance, everyone involved instead teleported 1 hour forward/backward in time for every 10 feet the teleport would take them. Transmute stone to mud, Slow, and Fireball spell combo. ", "The universe moves, but the caster is kept in one place. As minerals, gems are generally resistant to fire, although lightning is known to destroy gemstones. A beholder zombie. You arrive where you wanted, but 5 years too late. Have the players lip sync Harry Belafonte's 'Day-O' or they stay possessed for another 1d4 days. ", Community portal Forum Activity Explore. ]; Edit source History Talk (0) Share. "A violent, fiery explosion occurs at the point of casting as the caster rapidly shoots into the sky, breaking every surface in their way. ", They encounter themself, but the other party is the polar opposite of the players and will try to kill them. ", They are possessed by mischievous spirits. (The soul is fine though). Let them hit the ground and Reverse Gravity again, though most things would be dead, stone, or in another dimension. You can see where they they are, floating as specters/ghosts. But as soon as you attempt to approach them, you feel you soul and body get hot as your dragged away and teleported to the original desired location. "Five hundred doves appear with you and fly away as a nearby magician yells, 'Ta-da!!! The unexpected magic effect of this spell made this journey particularly difficult. "Water seeps out of all of their orifices in steady trickles (Advantage on escaping grapple but Disadvantage on Stealth & Perception checks). ", ", a battlefield, a dragon's nest, a feast of a king, a brothel, the middle of an ocean, ... before they reach their final destination. All creatures within a 15 foot radius Sphere other than the caster must make a DC 18 Dexterity saving throw. 5e teleportation circle I feel like I'm just overth thinking about this, but I'm having trouble understanding the fifth edition spell teleportation circle. The caster is teleported to a plane of Fire Elementals inside a heavy iron cage. Mishap. Everyone becomes under the effect of the gaseous form spell. Not knowing that his summoning failed (which it did), the novice demands the completion of a trivial task from the caster. "The spell appears to fail, when in actuality the effects of the spell are delayed by one minute. For example, if you want to go back to your own research room, you may accidentally hit another mage’s research room, or an alchemy shop with many tools similar to yours. "The circle's magic was not strong enough to send the party to their destination so the party arrives about half way in between their starting point and their destination. ", The feet reappear soon after. This combo can solo the Tarrasque. The party appears unharmed but surrounded by 2,000 pancakes. It will protect any camp or domicile you tell it to. “No such place” refers to a place that does not exist at all. ", Any party members teleporting with you did not feel this effect, only the one who cast the teleport spell experienced it. "The caster gets teleported into a novice conjuror's summoning circle. If the Result is Odd, then for the next 4 hours the PC will feel a heavy sadness. ", They stay in the same place and go through time instead of space!