Level
4th
Casting Time
3 Actions
Range/Area
200 ft.
Components
S, M *
Duration
Instantaneous
School
Conjuration
Attack/Save
None
Damage/Effect

You begin to draw a circle of sigils to the ground to teleport every creature within to any other spot within range. The circle can be 5 to 20 feet in diameter, and when you start to draw sigils, you must set a point you know as a destination.

The spot must have free space equal to a cylinder that is 10 feet long and the diameter of the circle. If the spot doesn't meet the requirements, the spell is failed when the circle is completed, sigils explode, and all creatures within the circle take 5d6 force damage.

Drawing sigils for creating the circle takes 3 actions. The sigils can be erased or disrupted by physical means. If a part of the sigil circle is disrupted or erased, the circle is destroyed, and the spell is wasted.

The caster can take a break to draw sigils, but the sigils, lose their spell after an hour they are drawn.

When the circle is completed, every creature within the circle is teleported with everything they are wearing or carrying to the designated spot in the sigils.

A circle cannot be used a second time, but a spellcaster can find where the creatures teleported to by making a successful DC 14 Intelligence (Arcana) check to the remains of the circle.

* - (a piece of chalk)

Available For: Bard (Legacy) Wizard (Legacy) Bard Wizard

Alexjt96

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