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.
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 casting this spell in the same location every day for one year, or from any Teleportation Circle scroll you buy from Arnack.
Any player who casts this spell must roll 1d8, the following effects will take place depending on the roll.
1: All players land on their ass from 5 feet up,
2: Caster takes the shape of a turtle for 1 hour.
3: Caster switch's bodies with 1 other player for 1 hour (All players must roll 1 d4, lowest roll is the one who switch's bodies with player).
4: Spell doesn't work and player still uses up a spell slot.
5: Spell acts normally.
6: All players land face down ass up.
7: All players shrink down to half their size and lose half of their movement for 1 day.
8: All players can only say meow and can't be understood by each other for 1 hour.
* - (rare chalks and inks infused with precious gems worth 50 gp, which the spell consumes)
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