![]() ![]() Such an assumption will really reward the PC wizard who has picked up the Keen Mind feat for perfect recall (though as you noted, unauthorized use of the system has its own consequences in the form of upset guards). If the sequences are long enough to be hard to memorize, they may feel like that is secure enough. But maybe they're a little more flexible than that, and will let a magically capable traveler see the sigils while casting the spell, but not copy them down. They may say that a traveler must pay a local mage to do it, since they don't want to reveal the sigils of the destination circle to an outsider. They might not let a stranger cast the spell to open the portal themselves. The records could be stored somewhere far from the town's permanent circle, but it might make sense for the same organization to be responsible for securing the records and for defending the town against teleporting invaders.Īnother question is how secretive the "teleportation guild" (or whatever you call the people maintaining the circles) will be about the sigils. You depart from the municipal teleportation circle simply because that's where you need to go to get access to the records that help you find your destination. When a traveler shows up and tells them where they want to go, a clerk can look up the sigils for the destination circle in their records. Or you may simply want to add an extra responsibility to your municipal service, that they keep a record of all the sigils representing all the other teleportation circles in the network. If you want circle to circle travel to be part of your world, you could give them a reason (with houserules, like I mentioned above). So there's no established reason that a spellcaster would need to use a permanent circle when departing a location. shorter casting time) or less expensive (fewer consumed material components), but that's not in the spell's rules as written. You might change that with a house rule, so that teleporting out is simpler (e.g. The only benefit of permanence is that a permanent circle has a sigil sequence that serves as its address to teleport in to. A permanent teleportation circle that is disabled becomes inactive for 10 minutes, then can be triggered again as normal.The rules for Teleportation Circles doesn't give any benefit of teleporting out from a permanent circle. ![]() Teleportation circle can be made permanent with a permanency spell. If you intend to keep creatures from activating it accidentally, you need to mark the circle in some way. The circle itself is subtle and nearly impossible to notice. The spell fails if you attempt to set the circle to teleport creatures into a solid object, to a place with which you are not familiar and have no clear description, or to another plane. Once you designate the destination for the circle, you can’t change it. You create a circle on the floor or other horizontal surface that teleports, as greater teleport, any creature who stands on it to a designated spot. School conjuration (teleportation) Level psychic 9, sorcerer/wizard 9, summoner 6, witch 9 Domain rune 9Ĭomponents V, M (amber dust to cover circle worth 1,000 gp)Įffect 5-ft.-radius circle that teleports those who activate it Home > Magic > Spells (Paizo, Inc.) > T > Teleportation Circle ![]()
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