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spells/md/level_up_advanced_5e/teleportation-circle-a5e.md
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spells/md/level_up_advanced_5e/teleportation-circle-a5e.md
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# Teleportation Circle
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- **Level**: 5 Conjuration
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- **Classes**: Artificer, Bard, Sorcerer, Wizard
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- **Casting Time**: 1 minute
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- **Range**: touch
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- **Components**: V, M
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- **Duration**: 1 round
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- **Source**: Level Up Advanced 5e
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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.
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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.
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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.
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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.
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