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 you know and that is on the same plane of existence as you. A shimmering portal opens within the circle you drew and remains open until the end of your next turn. 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.
If the caster is in a situation of ideal circumstances such as in a safe place and is not under a time constraint no roll is necessary. In any other situation the DM rolls a d100 secretly, on any roll other then 13 the spell functions as intended. If 13 is rolled any creature passing through the portal is transported to a random location within 100 miles of the intended destination. This location should be dangerous in nature or inhospitable such as the Underdark, ocean or evil creatures lair.
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 DM. You can learn additional sigil sequences during your adventures. You can commit a new sigil sequence to memory after studying it for 1 minute.
You can create a permanent teleportation circle by doing the following. Permanently inscribing the runes of the spell and sigil of the new portal on a flat circle of a highly magical material worth 10,000 gp such as Mythril, Morph Metal, Rune Wood ext. Once inscribed in this way the spell can be cast free of component cost on the same location every day for 1d100 days DM may choose to add modifiers to this roll based on the effort involved in the preparation of the Circle. You need not use the circle to teleport when you cast the spell in this way.
* - (rare chalks or paints infused with gem dust worth 100 gp or if the caster is divine one bottle of holy oil worth 100 gp, either of which the spell consumes)Previous Versions
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