Teleportation Circle 5E Spell In DnD

  • Level: 5 (Conjuration)
  • Casting time: 1 Minute
  • Components: V, M*
  • Range(area): 10 feet
  • Attack(save): None
  • Damage(effect): Teleportation
  • School: Conjuration
  • Duration: 1 Round

Teleportation Circle 5e

Whenever you cast this spell the main task you have to do is draw a 10- foot diameter circle on the ground which has inscribed by the sigils which link to your location to your permanent teleportation circle 5e which was your choice those whose sigil sequence that you know very well and that must be your plane which you stay. Now a shimmering portal opens within the circle that you drew and that will remain open until your next turn ends.

The unoccupied space which is nearest or within 5 feet of the destination and that should appear to the creature which is trying to enter the portal instantly. Some places have permanent teleportation circles which are inscribed by within their conferences and they are guides, major temples, and so many important places. Each teleportation circle has a sequence of the sigil, a string which has magical runes which were arranged in a specific pattern. But this spell was cast by you for the first time then you need to gain the ability to cast this.

You have to learn sigil sequences for the destinations which you reached two on the material plane which is determined by the GM. But during your adventures, you can learn additional sigil sequences. After studying it for one minute you can commit a new sigil to memory.

With this spell in the same location every day but only valid for one year you can create a permanent teleportation circle, but only while casting this spell. Whenever you cast this spell  in this particular way you no need to use the circle.

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Teleportation Circle 5e

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