Roll a d20 at the end of each of your turns for the duration of the spell. On a roll of 11 or higher, all attacks against you until the beginning of your next turn are negated, and you teleport out their attacks. At the start of your next turn, and whne the spell ends, you return to an unoccupied space of your choice that you can see within 10 feet of the space you vanished from. If no unoccupied space is avaliable within that range, you appear in the nearest unoccupied space (Chosen at random if more than one space is equally near). You can dismiss this power as an action.
When you first cast this spell, you can choose to seed or to transport. Seeding puts a mark at your current location, where you can appear within 120 feet whenever you decide to transport. Transporting allows the teleportation of willing creatures and objects to seeded location or within range. This spell can be used to bring creatures up a 60 foot ledge, or be used to take an enemy arrow and fire it into their skull. The portal can be no larger than 10x10 feet and no smaller than 2.5 x 2.5 feet.
Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.
You and up to eight willing creatures who link hands in a circle are transported to a different plane of existence. You can specify a target destination in general terms, such as the City of Brass on the Elemental Plane of Fire or the palace of Dispater on the second level of the Nine Hells, and you appear in or near that destination. If you are trying to reach the City of Brass, for example, you might arrive in its Street of Steel, before its Gate of Ashes, or looking at the city from across the Sea of Fire, at the DM's discretion.
Alternatively, if you know the sigil sequence of a teleportation circle on another plane of existence, this spell can take you to that circle. If the teleportation circle is too small to hold all the creatures you transported, they appear in the closest unoccupied spaces next to the circle.
You can use this spell to banish an unwilling creature to another plane. Choose a creature within your reach and make a melee spell attack against it. On a hit, the creature must make a Charisma saving throw. If the creature fails this save, it is transported to a random location on the plane of existence you specify. A creature so transported must find its own way back to your current
plane of existence.
You create a circle similar to the Plane Shift ability. After casting, all creatures are taken to specific point in time as designated by the caster. If the specified time is longer than the spell's duration, it will randomly decide to bring you at the beginning, or 24 hours before the end. Attempting to do something that would change the course of history drastically will cause the spell to immediately eject as people from the time, ending the spell and the effects on time before the spells end. Dying cause the individual to return to their location where they transported. If Undel dies, all individuals return to the present.
As you cast the spell, you draw a 10-foot-diameter circle on the ground inscribed with sigils that link your location to a permanent teleportation circle of your choice whose sigil sequence you know and that is on the same plane of existence as you. A shimmering portal opens within the circle you drew and remains open until the end of your next turn. Any creature that enters the portal instantly appears within 5 feet of the destination circle or in the nearest unoccupied space if that space is occupied.
Many major temples, guilds, and other important places have permanent teleportation circles inscribed somewhere within their confines. Each such circle includes a unique sigil sequence — a string of magical runes arranged in a particular pattern. When you first gain the ability to cast this spell, you learn the sigil sequences for two destinations on the Material Plane, determined by the DM. You can learn additional sigil sequences during your adventures. You can commit a new sigil sequence to memory after studying it for 1 minute.
You can create a permanent teleportation circle by casting this spell in the same location every day for one year. You need not use the circle to teleport when you cast the
spell in this way.
You split into two copies of yourself, and red and blue version. Both of these copies are under your control. These copies ignore heavy armor and focus on the base dex AC of the target. On a hit, the target has mark colored inversly to the copy that attacked them, and they take no damage. If the other copy attacks them and hits, they take 3 times as much damage if they were attacked normally. Once the spell ends, the two copies combine at the center point between them in the nearest unoccopied space. Undel takes the lowest damaged copy's hp and the lowest used copy's spell points.