**类别:**法术
**所属:**D&D 5e(2014)外部规则 / SRD 5.1
**收录状态:**SRD 5.1 全文
**又名 / 旧称:**传送术;Teleport;传送术 Teleport
定义与来源
7环咒法;施法时间:1动作;射程:10尺;成分:V;持续时间:立即。
此法术将你和射程内你能看见、由你选择的至多8个自愿生物,或射程内你能看见的一件物品,立即传送到你选择的目的地。物品必须能完全容纳在边长10尺的立方体内,且不能由非自愿生物持握或携带。
目的地须为你所知,且与你位于同一位面。你对目的地的熟悉程度决定抵达结果;DM掷d100并查表。
| 熟悉程度 | 意外 | 相似区域 | 偏离目标 | 准确抵达 |
|---|---|---|---|---|
| 永久法阵 | — | — | — | 01–100 |
| 关联物品 | — | — | — | 01–100 |
| 非常熟悉 | 01–05 | 06–13 | 14–24 | 25–100 |
| 偶尔见过 | 01–33 | 34–43 | 44–53 | 54–100 |
| 仅见过一次 | 01–43 | 44–53 | 54–73 | 74–100 |
| 仅知描述 | 01–43 | 44–53 | 54–73 | 74–100 |
| 虚假目的地 | 01–50 | 51–100 | — | — |
熟悉程度:“永久法阵”指你知道符文序列的永久传送法阵。“关联物品”指你持有最近6个月内从目的地取得的物品,如法师藏书室的一本书、王室套房的床单或巫妖秘墓的一块大理石。
“非常熟悉”指常去、仔细研究过,或施法时能看见的地点。“偶尔见过”指见过不止一次但并不熟悉的地点。“仅见过一次”也包括通过魔法看到。“仅知描述”指从他人叙述、或地图等途径知道位置与外观的地点。“虚假目的地”是不存在的地点,例如探知到的敌人密室其实是幻象,或你熟悉的目的地已不复存在。
**准确抵达:**你与同伴或目标物品出现在预期地点。
**偏离目标:**出现在目的地随机方向、随机距离外;偏离距离为原计划路程的1d10×1d10%。例如计划传送120英里,两枚d10掷出5与3,便偏离15%,即18英里。DM用d8随机决定方向,1为北、2为东北、3为东,依次类推;若目标是沿海城市,却落到海上18英里处,可能陷入险境。
**相似区域:**出现在视觉或主题上与目的地相似的另一处。例如想回到自己的实验室,却抵达另一位法师的实验室,或陈列类似器具的炼金用品店。通常是最近的相似地点,但法术无距离限制,也可能出现在本位面的任何地方。
**意外:**不稳定的魔法使旅途出错。每个被传送的生物或目标物品受到3d10力场伤害,DM重新掷表决定落点;可能连续发生多次意外,每次都造成伤害。
出处:SRD51,第 185–186 页 · 查看来源。
英文原文(SRD 5.1)
Teleport
7th-level conjuration
Casting Time: 1 action
Range: 10 feet
Components: V
Duration: Instantaneous
This spell instantly transports you and up to eight
willing creatures of your choice that you can see
within range, or a single object that you can see
within range, to a destination you select. If you
target an object, it must be able to fit entirely inside
a 10-foot cube, and it can’t be held or carried by an
unwilling creature.
The destination you choose must be known to you,
and it must be on the same plane of existence as you.
Your familiarity with the destination determines
whether you arrive there successfully. The GM rolls
d100 and consults the table.
Similar Off On
Familiarity Mishap Area Target Target
Permanent — — — 01–100
circle
Associated — — — 01–100
object
Very familiar 01–05 06–13 14–24 25–100
Seen casually 01–33 34–43 44–53 54–100
Viewed once 01–43 44–53 54–73 74–100
Description 01–43 44–53 54–73 74–100
False 01–50 51–100 — —
destination
Familiarity. “Permanent circle” means a
permanent teleportation circle whose sigil sequence
you know. “Associated object” means that you
possess an object taken from the desired destination
within the last six months, such as a book from a
wizard’s library, bed linen from a royal suite, or a
chunk of marble from a lich’s secret tomb.
“Very familiar” is a place you have been very often,
a place you have carefully studied, or a place you can
see when you cast the spell. “Seen casually” is
someplace you have seen more than once but with
which you aren’t very familiar. “Viewed once” is a
place you have seen once, possibly using magic.
“Description” is a place whose location and
appearance you know through someone else’s
description, perhaps from a map.
“False destination” is a place that doesn’t exist.
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.
On Target. You and your group (or the target
object) appear where you want to.
Off Target. You and your group (or the target
object) appear a random distance away from the
destination in a random direction. Distance off target
is 1d10 × 1d10 percent of the distance that was to be
traveled. For example, if you tried to travel 120
miles, landed off target, and rolled a 5 and 3 on the
two d10s, then you would be off target by 15 percent,
or 18 miles. The GM determines the direction off
target randomly by rolling a d8 and designating 1 as
north, 2 as northeast, 3 as east, and so on around the
points of the compass. If you were teleporting to a
coastal city and wound up 18 miles out at sea, you
could be in trouble.
Similar Area. You and your group (or the target
object) wind up in a different area that’s visually or
thematically similar to the target area. If you are
heading for your home laboratory, for example, you
might wind up in another wizard’s laboratory or in
an alchemical supply shop that has many of the same
tools and implements as your laboratory. Generally,
you appear in the closest similar place, but since the
spell has no range limit, you could conceivably wind
up anywhere on the plane.
Mishap. The spell’s unpredictable magic results in
a difficult journey. Each teleporting creature (or the
target object) takes 3d10 force damage, and the GM
rerolls on the table to see where you wind up
(multiple mishaps can occur, dealing damage each
time).
SRD 授权
本文包含 Wizards of the Coast LLC《System Reference Document 5.1》的内容,来源为 SRD 5.1,按 CC BY 4.0 授权使用。中文译文与页面格式经过整理;英文原文用于核对。
此条目关联到
可用资源来源
- 玩家手册(2014) · Player’s Handbook (2014)(本团玩家可用资源)
哪些条目关联到此处
把此项列为选项
- 各职业法术列表 · Spell Lists(D&D 5e 2014 基础规则依赖) — 法术环阶:7;选择范围:SRD 5.1 subset
- 吟游诗人法术列表 · Bard Spells(禁忌学识 Forbidden Lore) — 法术环阶:7;选择范围:SRD 5.1 subset
- 术士法术列表 · Sorcerer Spells(禁忌学识 Forbidden Lore) — 法术环阶:7;选择范围:SRD 5.1 subset
- 法师法术列表 · Wizard Spells(禁忌学识 Forbidden Lore) — 法术环阶:7;选择范围:SRD 5.1 subset
此项的本团调整
- 传送术(哥特地球法术调整)
稳定条目 ID:ge-a7cc03ece3394e9a8bc3087e24d97ca9。