Showing0entries
Sorted A-Z
Spells

Teleportation Circle

5th-level conjuration requiring 1-minute casting and 50+ GP consumed rare inks. Inscribe a 5-foot-radius sigil circle on the ground to open a shimmering portal linked to a permanen...

Granted Features
Automatic:
Bonus-action teleportation up to 30 feet to an unoccupied space you can see; no concentration or action recovery required. Enables repositioning or escape without concentration cost, unlike longer-range teleports. Search fit: escape without provoking opportunity attacks, swift repositioning, bonus-action mobility.
Teleport yourself and one willing creature within 5 feet to any location within 500 feet that you can see, visualize, or describe by distance and direction; the teleportation fails and both arrive at your current location taking 4d6 force damage if the destination is occupied. Search fit: precise teleportation, occupied space collision, action economy mobility, long-range relocation.
Teleports you and up to 8 willing visible creatures, or 1 Large or smaller object not held by an unwilling creature, to a known destination on your plane. Success depends on destination familiarity: permanent circles and linked objects guarantee arrival; very familiar places (visited often, carefully studied, or visible when cast) have 75% on-target rate; casually seen locations risk 33% mishap; viewed once or described destinations are 43% risky; false destinations always misfire.

As you cast the spell, you draw a 5-foot-radius 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, guildhalls, and other important places have permanent teleportation circles. Each circle includes a unique sigil sequence—a string of 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 GM. You might 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 365 days.

Level 5th-Level · School Conjuration · Casting Time 1 minute · Range 10 feet · Components V, M (rare inks worth 50+ GP, which the spell consumes) · Duration 1 round · Classes Bard, Sorcerer, Warlock, Wizard

Shape 5-foot radius sphere