Spell: Teleportation Circle

Arcane | Blink | Occult | Ritual | Transmotion

 

Stats

  • Tradition; Ability Rank: Transmotion; 5
  • Availability: u.Spell List: Arcane, Occult
  • Complexity: Complex
  • Cost: 5
  • -
  • Use Time : 3 actions / ◈◈◈ to start, 1 minute use time / Ritual
  • Components: Verbal, rare chalks and inks infused with precious gems with 50 gp (consumed each cast)
  • Display: None
  • -
  • Range: 10 ft
  • Target: Targeted other Teleportation Circle on the same Plane⤴
  • Duration: Instant
  • Saving Throw: None

Ability Description

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 same 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.

If you do not know where you are going, or don't have a clear idea or mental image, roll d% and consult the table at the end of this spell. Refer to the following information for definitions of the terms on the table.

 

You can create a permanent teleportation circle by casting this spell in the same location every day for one year, or by using the Permanency spell. You need not use the circle to teleport when you cast the spell in this way. Permanent Teleportation circles do not suffer mishaps.

 
  • Familiarity. “Very familiar” is a place where you have been very often and where you feel at home. “Studied carefully” is a place you know well, either because you can currently physically see it or you've been there often. “Seen casually” is a place that you have seen more than once but with which you are not very familiar. “Viewed once” is a place that you have seen once, possibly using magic such as scrying.
  • Similar Area. You wind up in an area that's visually or thematically similar to the target area. Generally, you appear in the closest similar place within range. If no such area exists within the spell's range, the spell simply fails instead.
  • Mishap. You and anyone else teleporting with you have gotten “scrambled.” You each take 2d6 points of Force damage, and you reroll on the chart to see where you wind up. For these rerolls, roll 1d20+80. Each time “Mishap” comes up, the characters take more damage and must reroll.
 
Familiarity On Target Off Target Similar Area Mishap
Very familiar 01-97 98-99 100
Studied carefully 01-94 95-97 98-99 100
Seen casually 01-88 89-94 95-98 99-100
Viewed once 01-76 77-88 89-96 97-100
False destination / Never seen 81-92 93-100
 

Augmentation + other notes

⤴/Augment Up: When you cast this spell using a spell slot of 7th level or higher, this spell can be used to take you to other planes. The familiarity rules still apply.

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