Note that when you roll a "similar area" result, you should probably choose an area similar to the intended destination, as opposed to just choosing another similar wall/rock to teleport them into. (Note that you could also extend this to other "invalid" destinations, such as a location that is warded against teleportation by a Forbiddance spell.) Essentially, I'm extending "False destination" to also encompass "Invalid destination". So, in absence of any other rules about what happens in this situation, it's reasonable to decide by rolling on the "false destination" table. In this case, you're not intentionally teleporting into a wall, but rather being sent there due to an off-target teleport, but otherwise the situation is similar. Certainly, if you intentionally tried to teleport to a room on the other side of a wall, but it turns out that behind the wall is just solid stone rather than a room, that would fall under "false destination". 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.Īttempting to teleport into a wall isn't precisely the same as attempting to teleport to a nonexistent location, but I believe the idea is similar enough. "False destination" is a place that doesn't exist. One of the options is "false destination": The Teleport spell describes probabilities of what happens based on your familiarity with the destination. Each time “Mishap” comes up, the characters take more damage and must reroll.You could use the existing "false destination" option You and anyone else teleporting with you have gotten “scrambled.” You each take 1d10 points of damage, and you reroll on the chart to see where you wind up. If no such area exists within the spell’s range, the spell simply fails instead. Generally, you appear in the closest similar place within range. You wind up in an area that’s visually or thematically similar to the target area. The direction off target is determined randomly Distance off target is 1d10× 1d10% of the distance that was to be traveled. You appear safely a random distance away from the destination in a random direction. When traveling to a false destination, roll 1d20+80 to obtain results on the table, rather than rolling d%, since there is no real destination for you to hope to arrive at or even be off target from. “False destination” is a place that does not truly exist or if you are teleporting to an otherwise familiar location that no longer exists as such or has been so completely altered as to no longer be familiar to you. “Viewed once” is a place that you have seen once, possibly using magic. “Seen casually” is a place that you have seen more than once but with which you are not very familiar. “Studied carefully” is a place you know well, either because you can currently see it, you’ve been there often, or you have used other means (such as scrying) to study the place for at least one hour. “Very familiar” is a place where you have been very often and where you feel at home. Refer to the following information for definitions of the terms on the table. To see how well the teleportation works, roll d% and consult the Teleport table. Areas of strong physical or magical energy may make teleportation more hazardous or even impossible. The clearer your mental image, the more likely the teleportation works. You must have some clear idea of the location and layout of the destination. Only objects held or in use (attended) by another person receive saving throws and spell resistance. 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. 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. A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth. 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 caster levels. You can bring along objects as long as their weight doesn’t exceed your maximum load. This spell instantly transports you to a designated destination, which may be as distant as 100 miles per caster level. You and touched objects or other touched willing creatures Teleport Conjuration ( Teleportation) Level:
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