Lunar Transfer

4th-level conjuration (fey)

Casting Time: 1 minute

Range: 200 feet

Components: V, S, M (an opal worth 500 gp, which the spell consumes)

Duration: Instantaneous

This spell instantly summons a glittering moonbeam that transports one sleeping creature or object of your choice that you can see within range to a destination you select. If you target an unwilling creature, it gains a Wisdom saving throw. On a successful save, the spell fails, and the caster appears in the target location instead. A transferred creature wakes up as soon as it arrives at its destination. 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 the creature or object arrives there successfully.

The GM rolls d20 and consults the Lunar Transfer table below. The following definitions will help:

  • Grove or Magic Circle means a hallowed druid grove or a permanent teleportation circle whose sigil sequence you know.
  • Memento 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.
d20 Grove or Circle Memento Very Familiar Seen Casually Viewed Once Description False Destination
1 Similar Mishap Mishap Mishap Mishap Mishap Mishap
2–5 Off target Similar Similar Similar Mishap Mishap Mishap
6–9 On target Off target Off target Similar Similar Similar Mishap
10–13 On target On target Off target Off target Off target Similar Similar
14–17 On target On target On target On target On target Off target Similar
18–19 On target On target On target On target On target On target Similar
20 On target On target On target On target On target On target Similar

Perhaps you tried to scry an enemy’s sanctum but instead viewed an illusion, or perhaps you are attempting to teleport to a familiar location that no longer exists.

On Target. The target creature or object appears where you want it to.

Off Target. The target creature or object appears a random distance away from the destination in a random direction. Distance off target is 5 miles times a 1d20 roll, though never more than half the distance traveled. For example, if you sent someone 250 miles and they landed off target, and you rolled an 8 on the d20, then they would arrive off target by 40 miles. If you had sent them only 20 miles, they could not be more than 10 miles off target. 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 someone to a coastal city and they wound up 20 miles out at sea, they could be in trouble.

Similar. Your target creature or object winds up in a different area that’s visually or thematically similar to the target area. If you are sending someone to your home laboratory, for example, they 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, the creature or object appears in the closest similar place, but since the spell has no range limit, they could conceivably wind up anywhere on the plane.

Mishap. The spell’s unpredictable magic results in a difficult journey. The teleporting creature or object takes 2d12 force damage, and the GM rerolls on the table to see where you wind up. (Multiple mishaps can occur, dealing damage each time.)

Designer’s Note

This is, of course, a much less powerful and much more fey-flavored version of teleport. It permits only a single creature to be moved by magic rather than eight plus the caster, it cannot be used on oneself, and it requires a sleeping target. Generally, it is perfect for trickery such as moving a sleeping creature out of a castle and into the woods, and failure against an unwilling creature may leave the caster in the place the target was meant to wind up.

Overall, it is much less powerful with no use in combat but lots of uses in longer narrative scenes and in removing rivals from a court or place of power overnight.

Section 15: Copyright Notice

Book of Ebon Tides © 2022 Open Design LLC; Authors: Wolfgang Baur, Celeste Conowitch.

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