Port Port (5e Spell)
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Two fairylanders preparing to port to a distant shore public domain |
4th-level Conjuration | |
Casting time: | 1 action |
---|---|
Range: | Self |
Components: | V |
Duration: | Instantaneous |
You and only you (plus up to 50 lbs of total carried equipment, creatures etc.) can teleport to any place along the edge of a body of water whose shore you are standing on.
- Caveat for Druids
- When a druid uses this spell, it has to be from shore to shore.
- Generalization for Wizards
- More generally, a wizard using this spell can teleport to any place that is close to the same elevation above sea level as their starting location. For every 10 feet in elevation above the place you teleported from, you take 1d6 cold damage (or force damage if you are immune or resistant to cold). For every 10 feet lower in elevation below the place you teleported from, you take 1d6 heat damage (or force damage if you are immune or resistant to heat).
- Flavor
- This is usually used to teleport from one port city to another port city along the edge of a shore, hence the name.
- In the wizard generalization, the damage is caused by the change in potential energy between the start and end destination of the teleport.
- If a wizard takes cold damage more than twice their hit points, they show up frozen solid. If they take heat damage more than twice their hit points, they burst into flame upon arrival.
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