Teleportation Circle
ConjurationAs 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. You need not use the circle to teleport when you cast the spell in this way.
Spell Details
Player Guide
Use Teleportation Circle as a strategic tool for repositioning your entire party out of dangerous encounters or accessing high-ground advantages through pre-scouted permanent circles. The 10-minute casting time demands you cast it before combat begins or during secured downtime. Its true value emerges in campaign play where you establish multiple circles across the world, transforming it from a utility spell into a game-changing tactical asset for bypassing obstacles and executing complex multi-location strategies.
Spell Combos
DM Tips
Track established permanent circles on your world map and require players to justify knowledge of sigil sequences—this prevents the spell from trivializing all travel. Consider that enemies with scrying or planar knowledge might intercept circles, creating political consequences for casual teleportation.