As you cast the spell, you draw a 10-foot-diameter circle on the ground inscribed with sigils that link your location to a permanent teleportation circle of your choice whose sigil sequence or estimated location you know and that is on the same plane of existence as you. A small shimmering portal opens within the circle you drew that will send the contract through to your desired location. If the contract is accepted, the portal expands and any creature that enters the portal instantly appears within 5 feet of the destination circle or in the nearest unoccupied space if that space is occupied. The portal remains open until the end of your next turn. You have three attempts to get an acceptance to the contract, should the third attempt fail, the portal is closed and the spell fails.
If you are unfamiliar with the sigil sequence, you can focus on a specific city or location in mind and the portal will target the most appropriate teleportation circle suited to your desire.
The details of the contract that must be sent through are as follows:
- the number of creatures arriving through the portal
- the group's affiliation in the war (Kymeran, Ourobani, neutral)
- identification of the portal contractor
- the reason(s) why you are teleporting
Many major temples, guilds, and other important places have permanent teleportation circles inscribed somewhere within their confines. Each such circle includes a unique sigil sequence--a string of magical runes arranged in a particular pattern. When you first gain the ability to cast this spell, you learn the sigil sequences for two destinations on the Material Plane, determined by the GM. You can learn additional sigil sequences during your adventures. You can commit a new sigil sequence to memory after studying it for 1 minute.
* - (rare chalks and inks infused with precious gems with 50 gp, which the spell consumes and a note of contract which is sent through the portal)