Teleport

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School of Water Magic
Symbol for School of Water Magic
Level 1
 Bless
 Cure
 Dispel
 Magic Arrow *
 Protection from Water
 Summon Boat
Level 2
 Ice Bolt
 Remove Obstacle
 Scuttle Boat
 Visions *
 Weakness
Level 3
 Forgetfulness
 Frost Ring
 Mirth
 Teleport
Level 4
 Clone
 Prayer
 Water Walk
Level 5
 Summon Water Elemental
School of Air Magic
School of Earth Magic
School of Fire Magic
Teleport
Teleport.png
School:  Water Magic
Level:  3rd
Cost:  15/12/6/3
Duration:  instant
 Basic effect
Target allied troop instantly moves to an unoccupied target hex. Troop cannot teleport over walls or moats.
 Advanced effect
Same as Basic Effect, except troop can teleport over walls.
 Expert effect
Troop can move to any unoccupied hex.
 Probability of occurrence (%):
Town portrait Castle small.gif Castle   24
Town portrait Rampart small.gif Rampart   24
Town portrait Tower small.gif Tower   32 (24*)
Town portrait Inferno small.gif Inferno   32
Town portrait Necropolis small.gif Necropolis   25
Town portrait Dungeon small.gif Dungeon   24
Town portrait Stronghold small.gif Stronghold   24
Town portrait Fortress small.gif Fortress   40
Town portrait Conflux small.gif Conflux   24
Town portrait Cove small.gif Cove Horn of the Abyss   30
Town portrait Factory small.gif Factory Horn of the Abyss   29
* Without Library

Teleport is a 3rd level spell in the School of Water Magic. It is the only spell with a spell point cost that changes with every level of magic element secondary skill.

Creatures immune to Teleport:


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Some may find the information in this section subjective or irrelevant.

Teleport is often used on rather slow units that can cause massive damage like the Chaos Hydras to quickly reach enemy troops, or to quickly reach the enemy shooters either killing them or block them from firing.