Tidebound Exodus
Casting Time: 1 minute
Range: Self (60-foot radius)
Components: V, S, M (a conch shell etched with the coastline of the destination worth 5000 gp, which the spell consumes)
Duration: Instantaneous
Area: 60-foot emanation
Description
You blow through the etched conch and the sea answers from wherever it is. A column of spectral green water rises around you, fills a 60-foot radius, and drags everything you choose inside it down and away in a single rolling surge.
You and up to fifty willing creatures of your choice within 60 feet of you are teleported to a destination on the same plane of existence. You can also bring one unattended vessel or vehicle that fits entirely within the radius, along with everything aboard it that you choose. The destination must lie within 1 mile of a coastline, riverbank, lake shore, or other body of open water that you have personally seen, and the conch must be etched with that shoreline.
Every transported creature arrives soaked, standing on solid ground or on the deck of the vessel you brought, and within 60 feet of the point you chose. Creatures arrive in the same arrangement they left in, as far as the terrain allows. A creature that would arrive inside a solid object is instead shunted to the nearest unoccupied space and takes 4d6 bludgeoning damage.
If you have seen the destination shoreline only once, roll a d20 as you finish casting it. On a 1, the tide carries you astray: you and every transported creature arrive 1d10 x 10 miles from the destination in a random direction, still beside open water. You can't cast this spell to reach a place that has no body of water within 1 mile of it.
A mass teleport for when a party, a ship's crew, or a whole village has to be somewhere else before nightfall. Most commonly cast by abbots of drowned orders and admirals who can afford the shells.
Spell List
Cleric, Druid, Wizard