Teleport
(Alteration)


L^: mu5
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R#: T
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D^: I
C^: v
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CT: 2
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S^: None
A^: S
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psionic encounter: 25%
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AREA: The spell caster is able to teleport a maximum weight of 250# equivalence,
plus an additional 150# weight for each level of experience above the 10th.

Effect: When this spell is used, the M-U instantly transports himself || herself,
along with a certain amount of additional weight which is upon, or being touched by, the spell caster,
to a well known destination.
Distance is not a factor, but inter-planar travel is NOT possible by means of a teleport spell.
If the destination area is very familiar to the M-U (he or she has a clear mental picture through actual proximity to and studying of the AREA) it is unlikely that there will be any error in arriving exactly in the place desired.
Lesser known areas (those seen only magically or from a distance) increase the probability of error.
Unfamiliar areas present considerable peril. This is demonstrated below:

                                                                                                                                Probability of Teleporting
Destination Area Is High On Target Low
Very familiar 01-02 03-99 00
Studied carefully 01-04 05-98 99-00
Seen casually 01-08 09-96 97-00
Viewed once 01-16 17-92 93-00
Never seen 01-32 33-84 85-00

High: Teleporting high means the magic-user will arrive 1" above ground for every 1%
he or she is below the lowest "On Target" probability - only 2" when the destination is very familiar,
and as high as 32" if the destination area was never seen.

Low: Any low result means the instant death of the magicuser if the area into which he or she teleports to is solid.

Note: Note that there is no possibility of teleporting to an area of empty space, is. a substantial AREA of surface must be there, whether a wooden floor, a stone floor, natural ground, etc.

Area.example: i.e. a 13th level M-U teleports a maximum weight of 7,000 g.p. (700 pounds).


Question: Why may a person survive teleporting into liquid or gas but not into a solid?
Can a person teleport beside an opponent so that his weapon would be lodged into the opponent’s head, thereby causing instant death?

Answer: A liquid or gas can be displaced when a solid is introduced
into it, the same way that you can sit in an empty bathtub or in
one that contains water. It doesn’t work the same way with two
solids; they don’t “mix,” just like you can’t take a bath inside a
block of ice. The technical description or interpretation of what
happens really doesn’t matter: The point, for playing purposes,
is that a mass being teleported is not able to properly re-
materialize inside a solid. Persons and/or objects that teleport
low and end up inside a solid suffer “instant death,” of a sort
such that only a Wish or similarly strong magic might be able to
negate.
    The DM may interpret the risks of teleportation liberally
enough to allow characters a chance of surviving certain “low”
results. For instance, someone trying to teleport to the top of a
sand dune might not suffer “instant death” on a “low” result,
because it might be assumed that the sand can be displaced by
the teleporting mass. But in the best of such circumstances, the
person(s) teleporting would be buried and immobilized under
10 feet of sand, which means that whether or not the teleporta-
tion “worked” is immaterial, since death by suffocation would
almost certainly occur imminently thereafter. <link: Holding Breath>
    What’s wrong with the idea of teleporting a weapon into
someone’s body? Well, first of all, here’s what’s right with it: The
description of the Teleport spell indicates that the variables
over which the spell caster has control are the destination and
(indirectly) the probability of arriving precisely upon the sur-
face of the solid substance that defines that destination. No
mention is made of any ability to change or control in what
position or facing the teleported things will reappear. Since
teleportation of any sort occurs instantaneously (upon the cast-
ing of the spell or the employment of an appropriate magic
item), the character(s) and objects being teleported will reap-
pear in the same relative positions they occupied just before
making the trip. Since the Teleport spell has no somatic com- <possible error>
ponent, it would be possible for a M-U to CAST the spell
while holding an unsheathed dagger. Likewise, a character
employing a magic sword with teleportation power could as-
sume an “attack position” with the weapon and would reappear
in the same pose.
    However, there is no guarantee that the teleporting person(s)
will end up facing in a desired direction —only the location can
be specified. By this interpretation, a person trying to teleport
to a spot directly behind an intended victim might reappear
facing the victim’s back, or back-to-back with the target, or in
any other configuration between those extremes. If someone
insists on trying, the DM can determine the facing and position-
ing of the teleported mass randomly, and moderate the conse-
quences accordingly.
    And even if the “teleport attack” comes off as desired by the
teleporter, it’s still an open question whether or not a non-living
solid can “survive” being teleported inside another (living) sol-
id. A DM who prefers to discourage this activity could rule that if
any part of the non-living mass being teleported reappears
inside another solid mass, the teleportation is ruined and the
person holding such an object suffers “instant death” just as if
that person had teleported low into a solid. For the teleportation
to succeed, all of the matter being teleported must arrive in a
space not already occupied by other solid matter, or else none
of the teleported matter — living or non-living — will be able to
survive the trip.
 

SA: Teleport — Use of this spell, or a magic item which is similar
in nature, is allowed if one is attempting to teleport within the
Astral Plane to a solid surface, such as a matter island or a
fortress.