

This is what homebrew magic items are for. You can even scare the players with Bob the wizard saying prior to launch: "Be careful I haven't worked out all the bugs in this spell yet, landing can be a little wiggy". You can even have fun with this by having the spell dump them high in the air and they then have to expend spells or resources to make it to the ground safely. Maybe it does not actually teleport them but fires them into the sky in a ball of energy that streaks to the target location in a matter of hours. Maybe it requires rare, hard-to-find material components that are consumed. Maybe it requires 6 other people with spellcasting abilities and takes ten minutes to cast. Maybe the spell only works from a permanent glyph the NPC has spent months making (A reverse circle of teleportation so to speak). If you're worried about balance, put restrictions on it. From "Bob points a stick at you says a single word and you disappear" to "Bob the wizard and 5 of his apprentices form a circle around you and begin chanting for ten minutes" If your players try to identify the spell and succeed at their arcana check, you can say "Bob the wizard appears to be using a variant of the teleport spell" Whether it is by spell, boon, scroll, magic item, or a ritual requiring twelve apprentice mages and the alignment of the stars. If you need the NPC to be able to teleport the players, they can. in the DMG has guidelines for creating new spells. It is entirely possible, if not expected, that an NPC might know a spell they players don't or has a different version of the spell. NPC's are not restricted to the same spells as players spells for players are created for balance and playability. Or they might someday be reinvented by a character who has amassed enough power and wisdom to do so. Some might yet lie recorded in crumbling spellbooks hidden in ancient ruins or trapped in the minds of dead gods. Uncounted thousands of spells have been created over the course of the multiverse's history, and many of them are long forgotten. Chapter 10, Spellcasting, points out that there are far, far more spells than those listed in the existing books. You can just say the NPC's version of teleport allow them to exclude themselves. 168 Gate p.NPC's are not restricted to the same spells the players use. Page references for SRD V 5.1 (Arcane Gate is not included in the SRD):ĭimension Door p. As many people can pass through it before it closes. Gate: 9th level Conjuration spell, minimum 17th level caster (Cleric, Sorcerer, Wizard) p. Plane Shift: 7th level Conjuration spell, minimum 13th level caster (Cleric, Druid, Sorcerer, Warlock, Wizard) p. Teleport: 7th level Conjuration spell, minimum 13th level caster (Bard, Sorcerer, Wizard) p. Possibly allows travel between planes if you are in a different plane than your sanctuary. Unlimited range, must have a designated sanctuary. Word of Recall: 6th level Conjuration spell, minimum 11th level caster (Cleric) p. As many people can pass through it before it ends. Transport via Plants: 6th level Conjuration spell, minimum 11th level caster (Druid) p. Same plane only.Īrcane Gate: 6th level Conjuration spell, minimum 11th level caster (Sorcerer, Warlock, Wizard) p. Unlimited range, requires teleportation circle sequence. Teleportation Circle: 5th level Conjuration spell, minimum 9th level caster (Bard, Sorcerer, Wizard) p. Note that it also deals damage around you as you leave, so have any companions not brought along clear the areaĭimension Door: 4th level Conjuration spell, minimum 7th level caster (Bard, Sorcerer, Warlock, Wizard) p. Thunder Step: 3rd level Conjuration spell, minimum 5th level caster, (Sorcerer, Warlock, Wizard). In detail (all page references are from the PHB, unless otherwise stated):
