CURSES/CONDITIONS
100 Teleportation Mishaps
I hope you cast the teleportation spell right!
Generate Mishap
1. The caster is teleported to a plane of Fire Elementals inside a heavy iron cage. An incredibly
brilliant Fire Elemental has harnessed the power to ‘trap’ teleporters in their tracks and intend on
using their arcane energy to power the device. If the caster is able to kill the fire elemental, they
are instantly transported to their intended location.
2. Teleport is to successful place, but 500 ft up…
3. Another party has selected the same destination, causing your party to be sent to a pocket
dimension that resembles a bad waiting room (out of date parchments in the table, substandard
bards playing poor representations of popular songs, etc) for 1d4 hours while the magic’s realign
so you can finish your journey.
4. You are teleported into a sealed crate that appears to you to be moving….
5. The caster accidentally teleports the party into the middle of an ocean, but shortly brings them
back to the original spot.
6. The circle’s magic was not strong enough to send the party to their destination so the party
arrives about half way in between their starting point and their destination.
7. Caster couldn’t focus to cast the spell so instead he cause an explosion that injuries the party.
8. Two PCs become partly fused together.
9. A flash of lightning strikes the player intending to teleport dealing 3d6 damage.
10. The party is teleported a few miles from each other.
11. The party is teleported to a narrow alleyway where bandits wait ready to attack and rob them.
12. The universe moves, but the caster is kept in one place. The effect is indistinguishable from
successful teleportation unless someone else was teleporting at the same time.
13. The caster is transported to another dimension where they are forced to fight progressively more
difficult opponents in an arena. When they are eventually killed, their teleportation is completed
and they revert to their previous age.
14. The same as above, but with them living out a vividly-described happy life with a family.
15. Two people teleport. They exchange eye colors. Maybe just one eye changes.
16. A person looks physically younger. Apparently, they were clones, not teleported, and all of their
dying cells were replaced with new ones. (The soul is fine though).
17. Two people teleport. Their souls switch bodies.
18. A person’s hair doesn’t teleport! They’re bald after teleporting (including facial hair).
19. A person teleports ‘slowly’…meaning the visibly see the astral sea, hell, celestia and other planes
as they zip through them. It takes a full second but feels like hours.
20. The caster is briefly teleported to a treasure vault filled to the brim with gold and valuables. They
are returned to their original position shortly after.
21. The party’s minds are randomly switched.
22. A random creature has been picked up while the magic trail travels. Roll 1D6 to find: 1. An ancient
green dragon. 2. A beholder. 3. A frost giant. 4. A beholder zombie. 5. A blood hawk. 6. A giant
frog.
23. Every part of the person’s body arrives at the destination… except for their skin which comes
several minutes later
24. They stay in the same place and go through time instead of space!
25. The teleport transports only their consciousness to the new place and their spirit must find its
way back to its comatose body
26. Timespace anomaly – person arrives 2x larger than before but moves and acts 2x slower
27. Split exactly down the middle, only one half of the body is transported. Both parts of the body are
still alive and function as normal, connected mistically to each other, but split.
28. Teleportee arrives at the right place but the wrong time – either past or future.
29. Teleportee loses a kidney.
30. At the starting location, everyone hears a loud bang; at the destination, everyone hears a
whimper.
31. Hair length increases by a year’s growth.
32. Fingernails and toenails increase by a year’s growth. Penalty to dexterity until trimmed.
33. All equipment, including the contents of pouches, is scattered on the ground around the
destination.
34. There is a brief delay between leaving and arriving, while an autonomous voice intones ‘your call
may be monitored for quality assurance purposes.’
35. There is a long delay between leaving and arriving, while hold music plays. Everyone is hungry by
the time they arrive.
36. Everyone sneezes.
37. Their ass is now in the front of them.
38. Their clothes and belongings teleport ten feet away. You’re naked as the day you were born.
39. Roll 1d4, you are now a different race temporarily for that many days.
40. You’re missing your left arm. It’s nearby and slowly creeping back to you.
41. A worm hole representative appears and congratulates the party on being the 1 billionth
customers. It gives you a coupon and 200 GP.
42. Roll 1d4 and an evil twin of yourself appears that lasts that many days, but you’re both unable to
kill your own copy.
43. They leave a ghostly version of themselves behind that continuously repeats their actions from
the minute before they teleported, over and over again.
44. The caster gets teleported into a novice conjuror’s summoning circle. Not knowing that his
summoning failed (which it did), the novice demands the completion of a trivial task from the
caster.
45. All of the casters gear and clothes are teleported in a different place nearby.
46. A very bright flash light at the end of the teleportation is blinding the group for 1d4 hours.
47. The teleportation ends 1d20 feet over the ground. Caster/Group needs to succeed saving throw
or take fall damage.
48. Caster/Group feels a sudden illness. They throw up immediatly.
49. The teleportation has some stopovers on random locations for 1d4 seconds each. The visit e.g. a
battlefield, a dragon’s nest, a feast of a king, a brothel, the middle of an ocean, … before they
reach their final destination.
50. The teleport was successful, but you also brought some interesting things with you. [1d4] 1) A pile
of wood shavings 2) 1 healing potion, cracked and leaking 3) a mirror that doesn’t show any
sentient creature 4) Bread.
51. The object or person teleporting doesn’t appear at the destination and in place a monster does.
52. The caster teleports to their intended destination, but with their left and right arm switched.
53. They teleport to the right place but not oriented to the ground correctly (upside down,
horizontal,etc), causing them to fall on their backs, stomachs, or heads.
54. Teleportee accidentally moves through time as well as space, heading 21-1D20 hours into the
future as well.
55. The teleported player or players are teleported into the stomach of an enormous creature
(whale). There is a half broken ship with a skeleton of an old man and a wood puppet. In the ship
is a crystal that changed the teleportation so they can teleport away once they have the stone. It
crumbles as they teleport away.
56. The teleportation goes to the right place, although the timespace has been flawed. They
encounter themself, but the other party is the polar opposite of the players and will try to kill
them.
57. A singularity brings a house golem into being under your control. It will protect any camp or
domicile you tell it to.
58. An inter dimensional tavern and inn appears next to you. It will last for 7 days then teleport
elsewhere.
59. Five hundred doves appear with you and fly away as a nearby magician yells, ‘Ta-da!!!’
60. One random item they possess becomes cursed.
61. A large section of a stone tower apparates next to them making it the tallest structure in the area.
There’s 300 GP inside and this seems like as good a place as any to build a fort or keep.
62. One random item they possess becomes awakened.
63. Thirty floating ethereal sheep appear. They can be sold to a nearby farmer who will shear them
and the bolts of cloth are known for making wearers more stealthy.
64. A tiny Puckish man hitched a ride out of his prison dimension. His name is hard to pronounce, but
he thanks you for freeing him. As he leaves you see a distant planet explode. You hope it’s
unrelated…but it’s probably not.
65. The party asks itself, ‘What is a cassowary? And why is there one in front of me?’ Expect piercing
damage.
66. Party takes 1d4 damage and are covered with infernal sigils.
67. Party gains 1d4 health and are covered with glowing angelic sigils.
68. Party is covered in blue flames for 10 minutes, it doesn’t deal any damage to them though.
69. The PC’s all catch a vision of a great bulbous eye and the words: ‘Ever…. Watching’ followed by a
chill down their spines. The image does not fade right away, if they close their eyes for the next
few ours they can still see it like an afterimage.
70. An ambitious demon takes advantage of the disturbance in space time and appears at the
intended destination of the teleport, but otherwise the teleport fails to move anything.
71. The caster is teleported into an empty seat at a warm, cozy inn. A door remains closed on the far
side of the room, and there are no windows to be seen. Soft, upbeat music is constantly being
played by a talented bard in one of the room’s corners, which somehow gives the caster a feeling
of home. There are always enough patrons that the inn feels lively but not uncomfortably
crowded, and waiters and waitresses bustle around providing delicious drinks and hearty meals.
An innkeeper immediately rushes over to the caster and informs them that their room has been
covered, as well as all their food and drink. As the inn’s fare fills the caster’s belly and the patrons
begin to socialize with them, the caster becomes less and less inclined to leave. In actuality, the
inn and all its original occupants are part of a small sentient pocket dimension that feeds off of
feelings of contentment and satisfaction. The pocket dimension snatched the caster up in the
hopes of keeping them inside it as a permanent source of sustenance. Exiting through the far
door instantly transports the caster to their intended destination.
72. The caster appears 30 feet above where they initially teleported, pressed flat against the palm of
a massive ethereal hand. The hand quickly and viscously swats the caster down to the ground,
causing them to take 2d6 falling damage and 2d6 bludgeoning damage. The hand then tauntingly
waves it’s index finger back and forth before popping out of existence. Any attempts in the
general area to teleport within 10 minutes of the original casting causes this mishap to repeat,
targeting the new caster.
73. The caster randomly teleports between the two locations for the next minute. Any movement
relative to the point of casting and the point of impact is translated across teleportations.
74. The spell appears to fail, when in actuality the effects of the spell are delayed by one minute. An
evil clone of the caster appears at the intended point of teleportation and does its best to cause
all manner of mischief and mayhem, though it does nothing that would be very harmful or
potentially deadly to itself. After one minute, the clone pops out of existence at the same time the
caster is teleported to the position of the clone.
75. A violent, fiery explosion occurs at the point of casting as the caster rapidly shoots into the sky,
breaking every surface in their way. The caster disappears into the clouds and descends to their
intended point of teleportation one turn later, breaking all surfaces along the way and causing a
similar explosion to the first at their point of impact. All creatures within a 15 foot radius Sphere
other than the caster must make a DC 18 Dexterity saving throw. A creature takes 5d6 fire and
5d6 thunder damage on a failed save, or have as much on a successful one. If a creature fails the
saving throw by more than 5, they are deafened for one minute and knocked prone.
76. Your skeleton arrives at the spot, but not you. You’ve stayed behind and slowly collapse into a
bunch of folding flesh. Have a nice day.
77. You point at a spot and cast teleport. You find that you are standing on a piece of dust several
hundred feet across. The spell had miniaturized you, in order to appear at that location. The dust
is slowly drifting away on a slight breeze and it’s taking you with it.
78. They arrive just in time to watch future versions of themselves create a paradox and explode.
Salvage what you can from the pink goo.
79. A random party member secretly changes alignment for 1d4 days.
80. A random party member becomes ethereal for 1d4 hours.
81. The group creates a flux where they alternate between two places at once. A coin flip determines
if they deal or take damage. Lasts one day.
82. ‘Where are my feet?’ The party falls over in agony missing a vital part of their anatomy. The feet
reappear soon after. The party vows to take better care of their feet.
83. Passing through a Quantum Leap they no longer look like themselves. The change of identity
persists until they finish a quest.
84. An exact copy of the Taj Mahal appears next to them. Each PC has a key in their hand to a
different door in the complex. The last key opens a crypt filled with dead bodies in various states
of decay.
85. You come to in a strange land. Free of conflict, strife, and famine. The alien populace welcomes
you with open arms. You live a beautiful life and live to see your children and grandchildren grow
up happy and healthy after intermarrying with the aliens. In your twilight years you sit on your
deathbed along with your fellow PCs. Your mournful spouses kiss you goodbye as you close your
eyes one last time…then you arrive at your destination as if none of it ever happened.
86. Animated, talking copies of your skeletons appear next to you. Flip a coin to determine if they are
friendly or hostile… and your mom said you couldn’t make new friends.
87. The party’s bodies and equipment are left behind but their souls make it to the destination, their
bodies become dormant until their souls (now in ghosts form) can make it back to their bodies.
88. The party’s bodies and equipment make it to the destination but their souls are left behind, their
bodies become dormant until their souls (now in ghosts form) can make it back to their bodies.
89. The party appears unharmed but surrounded by 2,000 pancakes. No syrup or butter though.
90. They appear in a crop circle next to a very bewildered farmer. He sells corn for 2 silver coins per
bushel.
91. They are possessed by mischievous spirits. Have the players lip sync Harry Belafonte’s ‘Day-O’ or
they stay possessed for another 1d4 days.
92. Everyone becomes under the effect of the gaseous form spell.
93. Water seeps out of all of their orifices in steady trickles (Advantage on escaping grapple but
Disadvantage on Stealth & Perception checks).
94. You arrive where you wanted, but 5 years too late.
95. Rather than teleport over a distance, everyone involved instead teleported 1 hour
forward/backward in time for every 10 feet the teleport would take them.
96. The caster put a bit too much accent on the last syllable, and the party is scattered around the
world.
97. The party is successfully teleported… but exact copies of them are left at the origin site,
wondering why the spell didn’t work. The party now exists in duplicate in different places.
98. You teleport to another dimension. This dimension is limbo, but in the middle of no where, as you
look around you, you see barren waste land as far as the eye can see. The ground is blackish
brown, and the dirt is cracked and dried up. For the next few minutes, you hear deceased
relatives, and deceased friends call out to you. They yell for your help. You can see where they
they are, floating as specters/ghosts. But as soon as you attempt to approach them, you feel you
soul and body get hot as your dragged away and teleported to the original desired location. No
time has passed since. Any party members teleporting with you did not feel this effect, only the
one who cast the teleport spell experienced it. Roll a d20. If the result is Even, nothing happens. If
the Result is Odd, then for the next 4 hours the PC will feel a heavy sadness. During these 4 hours,
the PC can not make intimidate checks nor persuasion checks, if they attempt to, they are
automatic fails.
99. You each end up with a familiar that guided you out of a pocket dimension while in transit.
100. Sulphuric gas and an overwhelming scent of brimstone fill the air.
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