Teleportation circle was a conjuration spell that created a circle that teleported any creature within it to a chosen location.[1][4]
Effects[]
Upon casting the spell over ten minutes, the teleportation circle appeared on the floor around the caster, or on whatever horizontal surface they stood on, with a diameter of 10 feet (3 meters). It functioned like the greater teleport spell. Any creature who stood within the circle was teleported to a designated location. This location could only be set once. If the caster tried to designate a location that was a solid object, an area they were unfamiliar with and lacked a clear description, or was in another plane, the spell failed.[4]
The circle was discreet and very difficult to spot. The caster needed to mark the circle in some way to keep creatures from activating it accidentally.[4]
Teleportation circles were extremely difficult to detect and disarm.[4]
After the Year of Wild Magic, 1372 DR, the teleportation circle functioned for 170 minutes, or longer for even more experienced casters.[4] After the Second Sundering in the 1480s DR, the version of this spell most commonly seen lasted for only a few seconds.[1] Both could be made permanent: the more powerful 1372 version via a permanency spell,[4] and the weaker 1480s version by being cast every day on the same spot for one year.[1]
Components[]
This spell required verbal and material components. After 1372 DR, amber dust valued at 1000 gp was required to cover the area of the circle.[4] The post–Second Sundering version of the spell required that the circle be marked with rare forms of chalk and ink infused with gems.[1]
History[]
On the 17th of Flamerule, the Year of Lightning Storms, 1374 DR, the archmage of Cormyr named Argonethestor was asked to cast the teleportation circle spell on a group of adventurers while he was visiting the city of Ravens Bluff. Argonethestor's magic transported the group and their evil cargo – a Book of Vile Darkness penned by the evil deity Bane himself to the town of Dragon Falls.[7]
Appendix[]
Appearances[]
Adventures
Candlekeep Mysteries: "The Canopic Being" • Candlekeep Mysteries: "Kandlekeep Dekonstruktion"
Novels & Short Stories
Comics
Video Games
Card Games
Organized Play & Licensed Adventures
Vault of the Dracolich
References[]
- ↑ 1.0 1.1 1.2 1.3 1.4 Mike Mearls, Jeremy Crawford (2014). Player's Handbook 5th edition. (Wizards of the Coast), pp. 207, 209, 211, 282. ISBN 978-0-7869-6560-1.
- ↑ Steve Kenson, et al. (November 2015). Sword Coast Adventurer's Guide. Edited by Kim Mohan. (Wizards of the Coast), p. 125. ISBN 978-0-7869-6580-9.
- ↑ Jeremy Crawford, Mike Mearls, Robert J. Schwalb, Adam Lee, Christopher Perkins, Matt Sernett (November 2017). Xanathar's Guide to Everything. Edited by Kim Mohan. (Wizards of the Coast), p. 42. ISBN 978-0-7869-6612-7.
- ↑ 4.0 4.1 4.2 4.3 4.4 4.5 4.6 4.7 Jonathan Tweet, Monte Cook, Skip Williams (July 2003). Player's Handbook v.3.5. (Wizards of the Coast), pp. 196, 293. ISBN 0-7869-2886-7.
- ↑ Ed Greenwood, Sean K. Reynolds, Skip Williams, Rob Heinsoo (June 2001). Forgotten Realms Campaign Setting 3rd edition. (Wizards of the Coast), pp. 62–66. ISBN 0-7869-1836-5.
- ↑ Ed Greenwood (July 1995). “The Wizards Three: Warmer Than Expected”. In Wolfgang Baur ed. Dragon #219 (TSR, Inc.), p. 94.
- ↑ Gregory A. Dreher (January 2001). Ineffable Tome. Living City (RPGA), p. 4.