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How Does the Teleport Spell Work in D&D? (2024 Rules)

D&D’s 2024 Teleport spell moves a group or eligible object to a known place on the same plane. Familiarity shapes the chance of arriving on target.
WorldD&D? Length3 min Posted Quest giverVGSources Team
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In the 2024 Dungeons & Dragons rules, Teleport moves the caster and up to eight willing creatures they can see within 10 feet—or one eligible object—to a known destination on the same plane. The caster’s familiarity with that destination determines whether arrival is reliable or may go wrong. The 2014 rules differ in a few details, so use the version your table is playing.

Teleport spell rules at a glance

Rule 2024 version
Level and school 7th-level Conjuration spell
Casting time Action
Range 10 feet
Components Verbal
Duration Instantaneous
Creature targets The caster and up to eight willing creatures the caster can see within range
Object target One object Large or smaller, not held or carried by an unwilling creature
Destination A known location on the same plane

These details come from the 2024 D&D Basic Rules. The spell is also 7th level in the 2014 Basic Rules.

How to resolve Teleport

  1. Choose the targets. Select the caster and up to eight willing creatures visible within 10 feet, or choose one qualifying object. The spell does not let the caster teleport an unwilling creature as a creature target.
  2. Name a destination. It must be known to the caster and on the same plane of existence. Teleport does not transport anyone between planes.
  3. Identify the familiarity category. The destination’s familiarity determines which outcomes are possible and how likely an on-target arrival is.
  4. Roll on the Teleportation Outcome table. The DM rolls 1d100 and applies the result for the chosen familiarity category. Certain destinations guarantee an on-target arrival; less familiar ones can produce a mishap, a similar area, an off-target arrival, or an on-target arrival.

How familiarity affects the destination

The 2024 rules distinguish reliable destinations from places the caster knows less well. A permanent teleportation circle whose sigil sequence the caster knows, and a linked object taken from the destination within the previous six months, both result in arrival on target. For other destinations, the DM uses the outcome table rather than treating knowledge of the place as a guarantee.

  • Very familiar: A place the caster has visited often, carefully studied, or can see while casting.
  • Seen casually: A place the caster has seen more than once but does not know very well.
  • Viewed once or described: A place the caster has seen a single time or knows from a description.
  • False destination: A place that does not exist.

The precise d100 chances depend on the table entry for the selected familiarity category. Consult the 2024 spell table when resolving a particular cast.

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What can happen when the spell resolves?

  • On target: The targets arrive at the intended location.
  • Off target: In the 2024 rules, they arrive 2d12 miles away in a random direction.
  • Similar area: They arrive in the closest place that looks or feels similar to the intended area. For example, a caster aiming for a home laboratory might end up in another person’s laboratory in the same city.
  • Mishap: Each teleporting creature, or the target object, takes 3d10 Force damage. The DM then rolls again on the outcome table. A further mishap can mean additional damage and another roll.

What changed between the 2014 and 2024 rules?

Rule detail 2014 Basic Rules 2024 Basic Rules
Object limit An object that fits entirely inside a 10-foot cube An object Large or smaller
Familiarity wording Separates a place viewed once from one known by description Combines them as “viewed once or described”
Off-target distance Not stated here; use the 2014 spell text 2d12 miles in a random direction

Both editions make Teleport a 7th-level spell and use a familiarity-based d100 outcome table, but their wording is not interchangeable. The comparison above follows the 2014 spell text and the 2024 spell text; use one edition consistently rather than mixing its object rules, categories, or outcomes with the other.

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Who decides a table-specific rules question?

The spell text provides the procedure, but the Dungeon Master adjudicates how it applies to a particular situation. The official Sage Advice Compendium states that the DM has the final say on rules questions.

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