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<title>Teleportation Circle</title>
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<h1>Teleportation Circle</h1>
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<ul>
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<li><strong>Level</strong>: 5 Conjuration</li>
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<li><strong>Classes</strong>: Artificer, Bard, Sorcerer, Wizard</li>
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<li><strong>Casting Time</strong>: 1 minute</li>
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<li><strong>Range</strong>: touch</li>
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<li><strong>Components</strong>: V, M</li>
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<li><strong>Duration</strong>: 1 round</li>
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<li><strong>Source</strong>: Level Up Advanced 5e</li>
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</ul>
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<p>You draw a 10-foot diameter circle on the ground and open within it a shimmering portal to a permanent teleportation circle elsewhere in the world. The portal remains open until the end of your next turn. Any creature that enters the portal instantly travels to the destination circle.</p>
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<p>Permanent teleportation circles are commonly found within major temples, guilds, and other important locations. Each circle has a unique sequence of magical runes inscribed in a certain pattern called a sigil sequence.</p>
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<p>When you cast teleportation circle, you inscribe runes that match the sigil sequence of a teleportation circle you know. When you first gain the ability to cast this spell, you learn the sigil sequences for 2 destinations on the Material Plane, determined by the Narrator. You can learn a new sigil sequence with 1 minute of observation and study.</p>
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<p>Casting the spell in the same location every day for a year creates a permanent teleportation circle with its own unique sigil sequence. You do not need to teleport when casting the spell to make a permanent destination.</p>
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<p><a href="../../../licensing.html">Licensing</a> – <a href="../../md/level_up_advanced_5e/teleportation-circle-a5e.md">Markdown Format</a></p>
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