Teleportation Magic
From the short-range 3rd-tier [Dimensional Move] to the top-tier [Gate] (tier not stated), teleportation spells come in many types by distance, number of people, and failure rate.
- [Dimensional Move], 3rd tier: only the caster teleports a short distance; locally seen as a spell for casters to gain distance or flee (Vol. 2)
- [Teleportation]: 6th tier in the Web novel; the books repeatedly hint it is 5th tier ("teleportation magic starts at 5th tier", "long-distance teleportation is 5th tier", etc.)
- [Greater Teleportation], 7th tier: can bring others along but cannot teleport those willing to resist; said never to fail (Vol. 3)
- [Gate]: the top teleportation spell with unlimited range and 0% failure, opening a hemispherical gate of darkness (Vol. 1); transferring the 6,000-strong undead army in Vol. 4 needed Pestonya's help replenishing MP
- In the game era teleportation required markers or landmarks; after 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"
- [Teleportation Delay] delays the appearance of those 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 one cannot teleport between floors or teleport in directly from outside; the only exception is holders of the Ring of Ainz Ooal Gown.
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