

When they are eventually killed, their teleportation is completed and they revert to their previous age. The caster is transported to another dimension where they are forced to fight progressively more difficult opponents in an arena. The effect is indistinguishable from successful teleportation unless someone else was teleporting at the same time. The universe moves, but the caster is kept in one place. The party is teleported to a narrow alleyway where bandits wait ready to attack and rob them. The party is teleported a few miles from each other. 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.Ĭaster couldn't focus to cast the spell so instead he cause an explosion that injuries the party.Ī flash of lightning strikes the player intending to teleport dealing 3d6 damage. The caster accidentally teleports the party into the middle of an ocean, but shortly brings them back to the original spot. You are teleported into a sealed crate that appears to you to be moving. Teleport is to successful place, but 500 ft up.Īnother party has selected the same destination, causing your party to be sent to a pocket dimension that resembles a bad waiting room (out of date parchments in the table, substandard bards playing poor representations of popular songs, etc) for 1d4 hours while the magic’s realign so you can finish your journey. If the caster is able to kill the fire elemental, they are instantly transported to their intended location.

An incredibly brilliant Fire Elemental has harnessed the power to 'trap' teleporters in their tracks and intend on using their arcane energy to power the device. The caster is teleported to a plane of Fire Elementals inside a heavy iron cage. The spell has no effect on creatures attempting to teleport away from the spell's area, though if their destination is within the area, the spell will affect their reentry as normal.įocus: A tiny hourglass of platinum and crystal costing 500 gp, which must be carried or worn by the spell's recipient while the spell is in effect.What happens if you accidently cast a teleportation spell wrong? d100 For a creature that intends to teleport into range but inadvertently arrives outside the spell's area, the spell gives the recipient awareness that a creature has attempted to teleport into range and delays the creature as normal, but doesn't give any awareness as to the actual location of its imminent arrival. Since a teleporting creature doesn't necessarily arrive at the precise location it intends, the spell also functions against a creature that arrives in range even though its intended destination was elsewhere. The teleporting creature does not perceive this delay. The spell also delays the arrival of the teleporting creature by 1 round (so that it arrives on its initiative count immediately before its next turn), generally giving the recipient of the spell and anyone else made aware of the information 1 round to act or ready actions. Any teleportation spell or effect (including all spells with the teleportation descriptor) can be anticipated, making the spell's recipient instantly aware of the exact location where the teleporting creature will arrive (subject to the restrictions below), the creature's size, and how many other creatures (and their sizes) are arriving with the teleporting creature.

The subject of the spell is surrounded with an invisible aura that anticipates and delays the teleportation of any creature into the spell's area.
