This spell instantly transports you and up to ten willing creatures of your choice that you can see within range, or a single object that you can see within range, to a destination you select. If you target an object, it must be able to fit entirely inside a 10-foot cube, and it can't be held or carried by an unwilling creature. The Object Or creature must either be in your line of site and in range or you must be physically touching the creature for the spell to also affect them.
The destination you choose must be known to you, and you must be familiar with the location you choose as a destination. you must have either been there before or have a vivid picture of the destination in mind. If neither holds true then a d100 is rolled. Between 1-50, the caster and all who are carried away by the spell will land scattered in a 1 mil radius of the destination (at the discretion of the DM). between 51-90 the caster and group will land together within a half-mile radius of the destination. between 91-100 The caster and party will arrive at the destination with a harmless slight mess or intrusion done to their person (i.e messy hair, clothes inverted, etc etc). effects are determined by the DM
The spell however, works best when being used by a single person (the caster). Should the spell be used to move not more than 100 feet in any given direction within line of site, and used to move the caster and the caster only, the spell will not consume any spell slots and will instead be considered a cantrip. If the spell is used within 5 feet of an enemy, then it triggers an opportunity attack, with the enemy being pulled along into the spell, costing a first level spell slot as well as being able to deal damage with the opportunity attack.
When cast fully at 12th Level, the spell has the capability to teleport the caster and up to 10 other people to a different plane. The caster must have a destination in mind, that they have physically been to once before in their lifetime on the plane of destination. If no destination nor plane is specified then It is up to the DM to roll a 1dn for however many planes are present at the moment for the caster to end up in regardless of habitability or safety for the caster and party. The DM will then decide randomly with another 1dn roll for however many regions exist within the plane, to see where each individual party member lands on this new plane.
If however, the Spell is casted successfully, the party will all appear at the destination in any unoccupied space within a 40f radius of the destination.
Regardless of the spell succeeding or failing, The caster will immediately lose all Sorcery points, at least half of the spell slots for every level above third (if only one spell slot is available it is used). The caster will also suffer 3 immediate points of exhaustion, regardless of the spell's success or failure, with an additional point of exhaustion if the caster carried the maximum number of people within the spell. This does not count inanimate objects or corpses.
On a successful teleport, Everyone affected by the spell will gain advantage on constitution saves but all suffer from one level of exhaustion from the force of the spell breaching through dimensional space to transport them along to the new plane.
Lastly, when teleporting to either a temporary or permanent Circle the successful teleportation to the circle within an unoccupied 5 foot space of the circle. If the destination no longer exists or is occupied then they land within a 100 foot radius of unoccupied space to avoid immediate asphyxiation due to assimilating into a structure. Teleporting to a temporary circle will require a dexterity saving throw if the circle is moving, flying or swimming otherwise, teleportation is unimpeded in both cases unless the circle is damaged or broken.
When on land The dexterity DC is 15
When in the air, The dexterity DC is 12
When in water, the dexterity DC is 18.
When teleporting to either kind of circle, The radius and conditions of teleport in regards to willing creatures still apply but no sigil needs to be carved. Instead, once teleported, smoldering magic cinders are left in the shape of a magic circle with a family crest or personal symbol of the caster. The 'Signature" if you will, encompasses the entire 100 foot radius of the spell. Should there be multiple, the caster must focus on one and one alone while casting the spell so as to ensure that all arrive in one piece and as their own separate and individual beings.
"Permanent circles are your safest bet for an easy teleport, they die with a building and live with the ground. An amulet or temp circle though? you don't know where it's been or who's had it, you're either in the marsh or in some very weird sex thing that you want no part of. Seeing an aarakocra with a cloaca the width of his waist is...something you can't unsee." - Dastrum, The Inconvenient, Archmage of Whoresteshire.
Permanent circles: These are teleportation circles that have been drawn, or carved onto an inanimate, often large and stationary object, remain active so long as where they have been placed remains undamaged as well as the circle, remains undamaged.
Temporary circles: These are teleportation circles that are often engraved or drawn onto smaller more stationary object such as trinkets, charms, and other kinds of jewelry. This allows for a magic circle to be associated with an individual , allowing for more specific and flexible teleportation, at the cost of whatever was bearing the circle to disintegrate upon use, making them single use only. The caster will appear within 5 feet of unoccupied space in a sphere around the temporary circle. if the area is obstructed then the caster will appear within a 100 foot sphere of unoccupied space around the object.
* - (A will. and a way.)