Travel by Circles
3rd level conjuration
- Casting Time: 1 action
- Range: 5 ft.
- Components: V, M (A gem worth at least 25 gp)
- Duration: 1 round
- Classes: Bard, Sorcerer, Wizard
As you cast this spell, you link a permanent teleportation circle within range to another 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 activated this way and remains open until the end of your next turn. Any creature or object that was standing or placed on the initial circle when the spell is cast, as well as any creature that enters the portal later, 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.
At higher Levels. If you cast this spell using a spell slot of 5ht level or higher, you can choose it to replicate the effects of the Teleportation Circle spell, as it is described on pg. 282 of the Player's Handbook, instead of exerting its normal effects. If you cast this spell in such a way, its casting time, range and material components also change to that of the Teleportation Circle spell.