Teleportation is a specific kind of magical effect where an entity is transported through space (and possibly time) without having to do the act of travelling from point A to point B.
The term Teleportation Magic is also broadly used to refer to a study of magic, mostly practiced by Arcane spellcasters. This is distinct from Summoning Magic that is practiced by every tradition, where one conjures up a creature or object from thin air, often a copy of an pre-existing entity.
Teleportation Magic is an advanced and as such uncommon form of magic, only used regularly by prestigious adventurers and courts in situations where speed is of the essence.
The difficulty of teleporting scales proportionally with distance skipped and effective area of the teleported entities. As such it is way more common for spellcasters to teleport one person at a time, even if it ends up being less efficient, due to the increased complexity of attempting to do it in multitudes. Entire areas can also be teleported at great expense, and failure while doing so can result in catastrophic repercussions on both origin and destination, one prime example being the Paradox Area and newly discovered Spellburn phenomena. Failure at smaller scale teleportation (e.g. a person) in comparison either produces minor ‘kickback’ effects, such as confusion, disorientation, and nausea, or not produce any side effects. There are also other possible issues with teleportation, such as misplacement, but are considered known and broadly regarded as a skill issue.
Teleportation Circles
The difficulty associated with distance and proportion thus has caused development of teleportation circles, permanent structures that can be either activated temporarily or be always active, producing an area which teleports anything that enters to a pre-determined location. This location is often arranged prior to the circles activation.
Teleportation Circles can vary wildly in appearance and function, but the most basic design is that of a singular ring etched with runes. This ring can be in any position, such as a portal frame or embossed into the floor.
Entanglement Stones also exist.
The World Fleece Block
One known fact about teleportation is that the World Fleece is incredibly pernicious when it comes to teleportation effects. All known long-distance teleportation effects fail to pierce through it, with only successes being small parcels such as letters. It is theorized that the World Fleece essentially acts like a massive filter that entangles any larger magical effect in its weave and causes it to stop.
This does not stop people from magically travelling across the World Fleece in other ways, but so far they are unique to each person who has developed the method, if that method can even be called teleporting there. One such example is Magus in the High Tower communicating with Magnus Strike who has already travelled through the World Fleece to Horiza on boat. Instructed by his (at-time unknown) sponsor, Magnus has created a complex series of runes on Hersherin Isle and (unwittingly) brought the Magus and his tower-town to the island, effectively transmuting the entire encircled location into a replica of the town, rather than teleporting the original to the new location.
Other theorized (but so far unknown) methods of travelling across the World Fleece would be Planar travel and the usage of Entanglement Stones. With the existence of Labyrinthia, there are known efforts to locate a gate that travels past the World Fleece.