I make the cost 1000 gp and it takes a long rest which includes you designing your own rune sequence, making the circle, and using magic to infuse the chalks and inks into the stone.īecause for an adventurer having to spend 50 gold a day is at least 18 grand and spending a year in game on the same area. * - (rare chalks and inks infused with precious gems worth 50 gp, which the spell consumes) You need not use the circle to teleport when you cast the spell in this way. You can create a permanent teleportation circle by casting this spell in the same location every day for one year. You can commit a new sigil sequence to memory after studying it for 1 minute. You can learn additional sigil sequences during your adventures. 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. Each such circle includes a unique sigil sequence-a string of magical runes arranged in a particular pattern. Many major temples, guilds, and other important places have permanent teleportation circles inscribed somewhere within their confines. 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. A shimmering portal opens within the circle you drew and remains open until the end of your next turn. Phandelver and Below: The Shattered ObeliskĪs 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. Each teleporting creature (or the target object) takes 3d10 force damage, and the DM rerolls on the table to see where you wind up (multiple mishaps can occur, dealing damage each time).Mordenkainen Presents: Monsters of the Multiverse The spell's unpredictable magic results in a difficult journey. Generally, you appear in the closest similar place, but since the spell has no range limit, you could conceivably wind up anywhere on the plane. If you are heading for your home laboratory, for example, you might wind up in another wizard's laboratory or in an alchemical supply shop that has many of the same tools and implements as your laboratory. You and your group (or the target object) wind up in a different area that's visually or thematically similar to the target area. If you were teleporting to a coastal city and wound up 18 miles out at sea, you could be in trouble. The DM determines the direction off target randomly by rolling a d8 and designating 1 as north, 2 as northeast, 3 as east, and so on around the points of the compass. For example, if you tried to travel 120 miles, landed off target, and rolled a 5 and 3 on the two d10s, then you would be off target by 15 percent, or 18 miles. Distance off target is 1d10 x 1d10 percent of the distance that was to be traveled. You and your group (or the target object) appear a random distance away from the destination in a random direction. You and your group (or the target object) appear where you want to. Perhaps you tried to scry an enemy's sanctum but instead viewed an illusion, or you are attempting to teleport to a familiar location that no longer exists. "False destination" is a place that doesn't exist. "Description" is a place whose location and appearance you know through someone else's description, perhaps from a map. "Viewed once" is a place you have seen once, possibly using magic. "Seen casually" is someplace you have seen more than once but with which you aren't very familiar. "Very familiar" is a place you have been very often, a place you have carefully studied, or a place you can see when you cast the spell. "Associated object" means that you possess an object taken from the desired destination within the last six months, such as a book from a wizard's library, bed linen from a royal suite, or a chunk of marble from a lich's secret tomb. "Permanent circle" means a permanent teleportation circle whose sigil sequence you know. The DM rolls d100 and consults the table.įamiliarity Mishap Similar Area Off Target On Target Your familiarity with the destination determines whether you arrive there successfully. The destination you choose must be known to you, and it must be on the same plane of existence as you. If you target an object, it must be able to fit entirely inside a 10-foot cube, and it can’t be held or carried by an unwilling creature. This spell instantly transports you and up to eight willing creatures of your choice that you can see within range, or a single object that you can see within range, to a destination you select.
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