What Mass Teleport Does
Mass teleport is a 9th-level conjuration spell that moves you and up to six willing creatures you can see within range to a designated point on the same plane. It functions as a group version of the teleportation circle concept, but it requires a ritual and does not need material components. The spell defines a circular area with a 100-foot radius where all willing targets appear centered on a destination point you specify. Because willing agreement is a strict requirement, unwilling creatures cannot be dragged unwillingly, which shapes tactical planning in campaigns.
Spell Details and Casting Requirements
To cast mass teleport, you must meet specific requirements for components, range, and timing. The spell has a casting time of 10 minutes, which can be reduced by higher-level spell slots under variant rules that allow spell attack and save DC scaling. You perform somatic and verbal components, and as a ritual it can be cast without expending a spell slot if not using a higher-level slot for faster casting. Below is a concise breakdown of its key attributes.
Core Attributes at a Glance
| Attribute | Verified Detail | Source Type |
|---|---|---|
| Level | 9th | Player’s Handbook |
| School | Conjuration | Player’s Handbook |
| Casting Time | 10 minutes | Player’s Handbook |
| Components | Verbal, Somatic | Player’s Handbook |
| Duration | Instantaneous | Player’s Handbook |
| Range | 500 miles | Player’s Handbook |
| Targets | You + up to 6 willing creatures | Player’s Handbook |
| Area of Effect on Arrival | 100-foot radius circle | Player’s Handbook |
Range and Distance Considerations
With a range of 500 miles, mass teleport can connect continents within a single campaign world, but the exact distance between origin and destination is measured in straight-line distance. You can teleport to any spot you can see or know the exact location of, which makes it useful for long-distance travel as well as tactical repositioning in warfare. The spell does not ignore intervening terrain; you and your targets appear at the destination point even if obstacles lie between origin and destination. This means you can bypass chasms, cities, or battlefields by selecting a clear destination coordinate, provided you have line of effect to define the arrival circle.
Concentration and Timing
Although the spell is instantaneous once completed, you must maintain concentration throughout the 10-minute casting time unless your Dungeon Master uses variant rules that convert 9th-level rituals into quicker castings. Any damage or incapacitating effects that break concentration on you will cause the spell to fail. Planning safe spaces in your stronghold or using wards against divination and disruption effects are common ways to protect the casting process. In timed scenarios, consider casting it in a secure location or in advance to avoid risking failure during combat.
Classes and Traditions That Can Access Mass Teleport
Mass teleport is available primarily to spellcasters who can prepare or learn 9th-level conjuration spells. It appears on the wizard spell list and is a common pinnacle choice for evocation-focused wizards who invest in ritual casting. Some high-level divine patrons allow clerics to access it via domain or mystery choices, and certain warlock pacts may grant it through expanded ritual knowledge depending on campaign settings. Artificers with the appropriate rituals feature can also add it to their toolkit if theirDM allows. In most standard rules, it is not a class feature but a spell any eligible caster can learn.
Typical Class Access
- Wizard (Conjuration tradition)
- Cleric (depending on domain)
- Warlock (certain patrons and rituals-allowed campaigns)
- Artificer (ritual casting with DM approval)
Practical Uses and Tactics
Mass teleport excels at long-distance travel, surprise repositioning, and coordinated strikes. In exploration, it allows a party to bypass dangerous terrain or lengthy journeys by moving directly to a mapped landmark. For social play, it can transport an entire delegation to a summit, provided the destination is known and willing allies are present. In combat, you can teleport behind enemy lines to disrupt formations or pull key targets away from your allies, but you must ensure the arrival area is safe. Because the destination is a 100-foot radius, spreading out enemies inside that circle can be both a benefit and a risk, so choose your endpoint carefully.
Tactical Checklist
- Verify that all targets are willing and able to move.
- Confirm range and that you know the exact destination coordinates.
- Scout for hazards in and around the arrival circle.
- Plan for counterspell, teleportation jamming, or magical interference.
- Coordinate timing so the party arrives together for organized action.
Limitations and Counterplay
Mass teleport is powerful but not without constraints. It requires willing targets, which means you cannot forcibly move enemies or unconscious allies unless they previously agreed. The 500-mile range is large but finite, and some homebrew worlds expand or limit this based on setting themes. Magical defenses like antimagic fields can block the spell entirely, and teleportation-specific effects such as teleportation circles can intersect or interfere if the mathematics of arrival locations overlap. Intelligent foes may set teleportation traps, so divination or detection spells prior to casting are wise. Understanding these limits helps you avoid disappointment at the table and plan contingencies.
Counterspell and Defensive Measures
Because mass teleport is a 9th-level spell, counterspell can disrupt it if the enemy acts on your turn or if you cast it using a method that provokes reactions. High-level antimagic fields nullify it entirely for their duration, and certain planar traits or siege conditions can block teleportation entirely. Work with your DM to establish whether your setting includes anti-teleportation wards, planar boundaries, or localized magical interference. In persistent campaigns, building relationships with informants who track teleportation anomalies can give you early warnings about enemy usage. Defensive preparations should include both magical and tactical responses to ensure failed teleports do not leave you scattered and vulnerable.
Integrating Mass Teleport Into Your Campaign
Mass teleport works best in stories where high-level travel, planar movement, or coordinated military operations matter. DMs can use it as a plot device to move factions across regions, or as a challenge when the party must protect a ritual from assassins and saboteurs. Consider how inns, guilds, and governments might regulate such power, and whether teleportation networks create new trade routes or political tensions. Treat it as a tool for both opportunity and risk, and design encounters that reward preparation and punish reckless use. Clear communication with your DM about destination knowledge, range limits, and party consent will keep the game smooth and immersive.