Level
5th
Casting Time
1 Minute
Range/Area
10 ft.
Components
V, M *
Duration
1 Round
School
Conjuration
Attack/Save
None
Damage/Effect
Teleportation

As you cast the spell, you use the pigments to inscribe the bark of a nearby tree with glyphs that link this tree to another similarly inscribed tree that is on the same plane of existence as you. If there is not already a opening in the trunk of the tree, an opening develops and expands to accommodate the largest creature or object trying use the tree to travel. It does not matter if the tree is large enough to accommodate the volume of the creatures or objects passing through it: the tree will expand with the opening and remain expanded permanently. The opening fills with opaque mist, heavily obscuring both the interior of the tree and any creature or object within. Any creature that enters the tree finds themselves walking through the mist for 1d12 minutes before they emerge from the linked tree. This portal remains open until the end of your next turn.

Many druid groves and even some villages have trees inscribed somewhere within their confines. Each tree's inscription includes a unique sequence of glyphs that mark that particular tree. When you first gain the ability to cast this spell, you learn the glyphs for two destination trees on the Material Plan, determined by the GM. You can learn additional glyphs during your adventures. You can commit a new glyph sequence to memory after studying it for 1 minute.

You can create a permanent teleportation circle by casting this spell in the same location every day for one year. You need not travel through the tree when you cast the spell in this way.

* - (rare bark and berry pigments worth 50 gp, which the spell consumes)

Spell Tags: Teleportation

Available For: Bard (Legacy) Druid (Legacy) Cleric (Legacy) - Nature Domain (Legacy)

NorthernScott