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 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.
You can create a permanent teleportation circle by casting this spell in the same location every day for one year. You need not use the circle to teleport when you cast the spell in this way.
* - (rare chalks and inks infused with precious gems worth 50 gp, which the spell consumes)
I don't know if there's a Jeremy Crawford clarification, but the spell text seems pretty clear.
Any creature capable of moving into the circle before the end of the caster's next turn can travel through it (unless it's dispelled before then of course). There's no fixed number, it just depends on how many creatures are nearby and how quickly they can move.
I'm ruling that if you try going to a teleportation circle that is no longer available, it counts as a "False Destination" as in the Teleport spell, and I would roll percentile on the table as such:
Since many people are confused about it:
”Rare chalks and inks infused with precious gems worth 50 gp, WHICH THE SPELL CONSUMES”
How does this work with a scroll. Does the scroll have a preset destination circle when its made?
I understand Somatic Components to be hand signs and waving.
The rules don't really say. Casting from a scroll requires no material components, so you certainly don't write the sigil sequence on the ground in chalk and ink in that case. But maybe you can specify a destination by tracing the sigils in the air at the right time during casting, or something along those lines.
In my game, I recently decided that scrolls of teleportation circle can be made either way at the creator's discretion. So the party was given two scrolls by the NPC employing them, to aid in their mission: one with a fixed destination for getting in, and one without a fixed destination for getting out.
So let's assume that the party goes to a temple and pays to use this thing. A cleric in the temple, who is not Arcana Domain and therefore doesn't have access to the spell, is who is stationed at a permanent circle that's been there for years. Can he/she activate the circle by inputting the correct runes/sigils? Or would that actually require someone who can learn and has the spell ready?
If anyone knows how this spell works, or anything about real teleportation please tell me.
I know deep down that these things really exist in reality and I really wanted to know...so please help me.
See the second paragraph of this previous post. A permanent circle just acts as a possible destination for this spell; you have to cast the spell to teleport there.
Creating a permanent, always-open portal between any two arbitrary places on the same plane would be an extremely powerful magical effect. If you want that to exist in your game, no problem, but it may be wise to consider how that affects your players and the game world. Having some kind of cost to open the portal, or simply providing a magic item that can cast teleportation circle with some limit to how often it can do it, may be better options.
Yes, I have thought a lot about this. Might not benefit an adventure, but I could see a wealthy noble having permanent Transportation Portals on platforms carried in carriages with his armies, allowing the noble or his mage advisors to teleport between his remote armies on the move, aiding in coordinating attacks.
Also, if you are teleporting from a permanent teleportation circle, you don't need to draw the circle, which I would think waives both the material components of casting the spell as well as reducing the time from 1 minute to 1 action. Still expends a 5th-level slot, but a very powerful application.
My interpretation is that because the spell description doesn't say otherwise, I think you still have to cast the spell to activate a permanent teleportation circle. The main difference, I'd argue, is that since you don't have to draw the circle to use it as a departure point, you don't need to use the material components, and the time is 1 action instead of 1 minute. I don't think anyone could normally use it without casting the spell, however.
"Normally" being the operative word here. I have created a magical ring for a powerful NPC that allows the user to activate and use existing permanent teleportation portals without casting the spell as long as they've memorized the sigil sequence of where they're going. But that's a special exception because of a separate magical device, not standard operating procedure.
Does using a permanent existing circle to zapp to another existing circle still use a spell slot?
Thanks to Tasha’s, it’s simply on the Warlock spell list :)
For all of you players who are genuinely complaining about the fact that it costs over 18000 Gold, takes a year of downtime, and a 5th level slot everyday to create a permanent circle, it’s because it isn’t really meant for you. Like a lot of spells in sourcebooks, for example, the ‘Hallucinatory Terrain’ and the ‘Glyph of Warding’ spells, they’re meant for the dm to use, things that make their dungeons more interesting, or an npc incredibly useful. It’s not that it’s a bad part of the spell, or a bad spell entirely, or even that they’re completely useless to you, you just weren’t really the target audience for it.
Permanent teleportation circles are not connected with each other.
It's easiest to imagine a permanent circle as sort of a beacon with a specific signature. If you know a beacon's signature, you can travel there via the regular use of the spell. A permanently inscribed circle is a separate thing from the one used to teleport with a normal use of the spell. It can not be used in place of the regular circle so even if you are at the location of a permanent circle and want to teleport somewhere, you would need to use a spell slot and the 50 GP worth of components, since you effectively have to draw a completely new circle.
A flavor ruling (that I totally would allow as a DM) would be that instead of drawing a new circle, you simply infuse the existing one with the power to open a portal for a short moment - but it would not negate the need for spell slot, casting time and material cost to do so.
" and that is on the same plane of existence as you." So yes, there are sigils on other planes of existence, but you can't get to them by use of this spell.
From Genielock: "The interior of the vessel is an extradimensional space " So you can use this spell to teleport to different areas inside your vessel, but not into or out of it.
Common misconceptions. Permanent teleportation circles are just DESTINATIONS, they're practically useless if you're already at the circle.
If you want to head someplace far away, say to a temple in the desert, and you know the sigil sequence of a teleportation circle in the lobby, that's fine; so long as you're on the same plane of existence, cast the spell wherever you are and it'll take you there. If you already have a permanent circle right next to you, that might be nice as far as the return trip, but it does you no good as far as where you're going.
Think of it this way: a permanent teleportation circle is just like a magical welcome mat. If you know the "address" (the sigil sequence) of that "welcome mat," you can teleport there using the spell. So if you're trying to get to a welcome mat in a temple in the desert, then it doesn't matter if there's a mat on the floor next to you that says "Welcome to King Jared's Palace!" It isn't going to help you in any way. It doesn't have the address of the desert temple mat. It isn't linked to the desert temple mat. You still need to use your chalks and draw a circle with the proper "address" in the desert and then step into it. You can draw it on top of the palace mat if you like, but the spell won't care; the marks will just disappear like normal when the spell ends.
Reading the spell, I have always been of the mind that you need to physically study a circle to gain access to it. But what about learning a Circle from another person who knows it? If its just a pattern they have memorized, it could in theory be shared. Thoughts?
THANK YOU
I second this motion. But to be fair, I want A LOT of stuff on the Artificer spell list.