Dislocation

Those with the ability to teleport wherever they desire, the varying levels of dislocation determine whether one can only teleport a few feet, or across worlds.   Level I:
Only able to dislocate a short distance, those with this ability can only teleport to places that they can see, rolling 1d20 to determine their success and how far they manage to get. Below a 5 fails, above 15 gets you where you want. Anywhere between determines how far you get, but not quite where you wanted. Whenever successfully teleporting, gain a stack of Dislocation Exhaustion for two turns. For each stack of this debuff you have, gain a level of disadvantage and a -1 to all dislocate rolls. With each successful dislocate, gain a new stack and reset the timer. If you would fail a dislocate roll while under the effects of this debuff, take damage equal to the number of stacks you have.   Level II:
Able to travel further, people with this level simply need to have been to a place before in order to teleport to it. However, they can only teleport up to a mile away (1.5 kilometers). Rolling is the same as above, except you have a +4 to any dislocate rolls.   Level III:
Able to travel to places they haven't been to as long as they have a picture of it, these people can travel nearly anywhere in the world, however, attempting long-distance travel can wind up with them in the middle of an ocean, or worse. Dislocation rolls have a +8.   Level IV: Reaching a new ascension, a map is all you need to understand where you are going. However, something else has unlocked inside of you. The world is not what you thought it was. It's a place of clay, and if you can travel this world, and others- how hard would it be to mold your own...?