Lore
Teleportation Magic
転移魔法
Magic & Power SystemsKey Spells & Skills
Teleportation spells range from the short-range 3rd-tier [Dimensional Move] to the top-tier [Gate] (tier not stated) and vary by distance, number of people, and failure rate.
- [Dimensional Move], 3rd tier: only the caster teleports, and only a short distance; locals see it as a spell casters use to gain distance or flee (Vol. 2)
- [Teleportation]: 6th tier in the Web novel; the books repeatedly hint that it is 5th tier ("teleportation magic starts at 5th tier," "long-distance teleportation is 5th tier," and so on)
- [Greater Teleportation], 7th tier: it can bring others along but cannot teleport anyone who chooses to resist it; it is said never to fail (Vol. 3)
- [Gate]: the highest teleportation spell, with unlimited range and a 0% failure rate, which opens a hemispherical gate of darkness (Vol. 1); moving the 6,000-strong undead army in Vol. 4 required Pestonya's help to replenish MP
- In the game, teleportation required markers or landmarks; since the transfer, destinations can be specified from memory; the Web novel also lists many teleportation spells such as "long-distance teleport with errors," "swap two positions," and "gather party members"
- [Delay Teleportation] delays the arrival of anyone teleporting near the caster by a few seconds and reveals their number and positions (Vol. 11); [Dimensional Lock] (8th tier) prevents teleporting out of its area; [Lopsided Duel] (3rd tier) can track a target who escaped by teleporting (Vol. 16)
Notes
Inside Nazarick, no one can teleport between floors or teleport in directly from outside; the only exceptions are holders of the Ring of Ainz Ooal Gown.
Comments