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Question about Teleportation Circle
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<blockquote data-quote="NotAYakk" data-source="post: 9326904" data-attributes="member: 72555"><p>I'd assume that making a teleportation circle consists of combining the sigils representing <em>this</em> location with the sigils representing the <em>destination</em> location in the locally drawn circle.</p><p></p><p>The locally drawn circle, with its fixed sigils, becomes permanent if you cast teleportation circle repeatedly every day for a year. As I prefer gritty rests (longer than 1 night), I change this to every week for a year, with the last casting costing 300x the usual material components to make it permanent.</p><p></p><p>The spell descriptions cover the usual use of spells. These are the proven, standard uses of that specific spell. Attempts to use magic in ways that don't match the standard uses of the spell require arcana checks to know what is possible, and spell casting attribute checks to succeed at it, and possibly other checks to help it along.</p><p></p><p>In this case, I'd have the teleportation circle you create be a possible destination for a short but growing window as the year progresses. Attempts to teleport to it would be risky, especially initially, and the possibility that teleported creatures or objects would be lost would be a real concern.</p><p></p><p>Ie, it would be something you would do in an emergency.</p><p></p><p>OTOH, it is possible that (for plot reasons) I might make it more reliable than this, if I wanted the PCs to have a base they can teleport back to.</p><p></p><p>Because knowing how it works is gated behind an arcana check, I can change this conclusion to depend on what suits the current state of the game at the point when the question is asked. And it might even depend on specific world details, like ley-line alignment and other nonsense, so I could make it give a different answer at different spots and times in the same world.</p></blockquote><p></p>
[QUOTE="NotAYakk, post: 9326904, member: 72555"] I'd assume that making a teleportation circle consists of combining the sigils representing [I]this[/I] location with the sigils representing the [I]destination[/I] location in the locally drawn circle. The locally drawn circle, with its fixed sigils, becomes permanent if you cast teleportation circle repeatedly every day for a year. As I prefer gritty rests (longer than 1 night), I change this to every week for a year, with the last casting costing 300x the usual material components to make it permanent. The spell descriptions cover the usual use of spells. These are the proven, standard uses of that specific spell. Attempts to use magic in ways that don't match the standard uses of the spell require arcana checks to know what is possible, and spell casting attribute checks to succeed at it, and possibly other checks to help it along. In this case, I'd have the teleportation circle you create be a possible destination for a short but growing window as the year progresses. Attempts to teleport to it would be risky, especially initially, and the possibility that teleported creatures or objects would be lost would be a real concern. Ie, it would be something you would do in an emergency. OTOH, it is possible that (for plot reasons) I might make it more reliable than this, if I wanted the PCs to have a base they can teleport back to. Because knowing how it works is gated behind an arcana check, I can change this conclusion to depend on what suits the current state of the game at the point when the question is asked. And it might even depend on specific world details, like ley-line alignment and other nonsense, so I could make it give a different answer at different spots and times in the same world. [/QUOTE]
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