D&D 5E Standard security features of a permanent Teleportation Circle

Erik Westmarch

First Post
So, going by the description of the Teleport/Teleportation Circle spells in the 5E SRD, I can't help but think of the security issues around having a Permanent Teleportation Circle (PTC ) inside your temple/tower/city, etc.

Essentially the "sigil sequence" acts like a secret password to the PTC that anyone can memorize with 1 minute of study. It's not clear whether that sigil sequence can be reproduced, so if I have it memorized, can I tell other people? Can I publish it in a newspaper?

Regardless, even if you can only learn the sigil sequence by studying it yourself, that means that all former members of your organization probably know it. Just think if the Jedi Council had a PTC, each Sith who was a former Jedi could probably T in any time he wanted to.

Also, when someone learns the TC spell they automatically learn the sigil sequence of two locations, so there's always the possibility that some random stranger (who's powerful enough to cast 5th level spells) will be able to pop in any time.

There's also nothing in the spell about changing the sigil sequence. So you can't defend yourself by changing the password every couple months.

I think you'd have to treat the PTC like a castle gate that you couldn't lock. It would have to be really, really well defended. Like, the PTC is in a room with stone walls, no doors, and several hostile iron golems. The iron golems would have been instructed to let only certain people use the PTC, and anyone else gets subdued and sirens go off.

I would also assume, although it's not in the rules, that someone at some point has created an Anti-Teleportation Field that covers a certain volumetric area. You'd want to make that Permanent over all of your Sanctum Sanctorum, regardless of whether you have a PTC or not. Anyone who Ts into the ATF would get a Mishap and then sent Off Target.

How would you defend your PTC? Maybe contribute five ways that organizations in your world have defended them?

1. The Tower of High Sorcery in Palanthus. PTC kept in a lower sub-basement in a sealed room. The walls project a one-way anti-magic field (so spells can be cast into the room but not in the room). A silk rope rings a bell to let people know you're there, and if they choose to they'll trigger a permanent phase door. There's enough air in the room for 3 hours divided by the number of people.

2. Pax Tharkas. Two iron golems watch the PTC. They have memorized who the current in-favor membership of the organization are, and only allow them (or people with them) through. A weighted portcullis can be opened from the outside by a winch or by someone as strong as an iron golem.

3. Daltigoth Renegade Wizards' Guild. Teleport counter-trap. When anyone PTCs into the room, they have one action to say a second password or everyone in the room is targeted with a second Teleport spell sending them to an airless void between the worlds. The password on the counter-trap changes monthly. Also, there are eight identical doors leading out of the room. Seven of them release a Cloudkill or similar into the room. The eighth is locked and requires a magic key. There are only five such keys.

4. The Temple of Zeboim. The PTC is at the bottom of a deep well under 200' of water. The walls of the well are festooned with a large crustacean that crabs swimmers with strong tentacles, pulls them inside the 4" thick shell, and snaps shut for a month of pleasant digestion (DC 25 STR to bust out). Sort of like the Sarlacc meets a 6' long scallop. There are only three Medallions of Safe Passage that keep the Mega-Scallops away, and you'll still need your own Water Breathing spell. A medallion can be dropped down to the bottom of the well by the Wellkeeper, if you announce you're coming at least an hour in advance.

5. Temple of Chemosh. The PTC is at the heart of a maze-like crypt full of undead. Oh my god, so many undead. But only the kind that make more of themselves. Every failed attempt to enter the temple just makes more of them. If they ever run low, the priests teleport some villagers into the crypt.
 

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Oofta

Legend
I've always thought teleportation circles were a bit silly myself, for exactly the reasons you specify.

I like your ideas, my solution is to say that you need a current "password" in addition to the "address". If you don't know the password it simply doesn't work. The person maintaining the circle can also allow specific people in.
 

jgsugden

Legend
Basic rules: Don't have a circle within your defenses, don't leave them unwatched, and bury them if you're not going to use it soon. Most circles in my world exist in locations near commercial hubs with military present to defend against invaders.

Also, those that abuse the circles tend to be punished very harshly.
 

Ahglock

First Post
Yeah I'm more in the just put it outside your defenses camp. It's easy and effective. A dozen guards with long bows can hold it a pretty long time while reinforcements are called. Not much more danger than just living in a port town.
 

steeldragons

Steeliest of the dragons
Epic
A permanent "Sanctum" or "AntiMagic field" or other teleport-thwarting enchantment that needs to be "shut off," momentarily, when the teleportation circle is being/to be used.

If you can't shut down that tractor beam generator, you're not getting the ship out of the Death Star.
 

I wouldn't allow a player to say "I get to pick the sigil I know, so I pick the master villain's secret base circle". The DM should provide them with the code for a circle useful to the mage in the context of the game - presumably the one in their home town.
 

One solution in earlier editions was that some PTCs require a 'key' or item as well as the address/activation code. Therefore only those with such a key could actually activate or arrive at the destination. No reason you couldn't make that a part of some of your circles as well.

Just remember, PTCs can really change the culture of your game. If they are common, and cheap to use, then you end up with a indistinct cultures, vast international markets, cheap goods, localized production of specialties (because it cheaper to import food than to grow it), etc.

I like to keep them uncommon, expensive, and dangerous. In short, mystical!
 

Blue

Ravenous Bugblatter Beast of Traal
In a 4e game we had destroyed ones we knew that hostile forces knew, and in a town we were protecting built a new one so they didn't have it's address.

My character was an Indiana Jones sort and had a journal with all of the ones we came across, but they were swapped and changed in a way that the group I was with knew so they were encoded if someone else got hold of the journal.

We wanted to explore one city that we believe likely to have fallen, and the Dwarves, a very lawful lot, wouldn't give us the sigils to the teleport circle even though they had it because they had a agreement with that city not to do so. As a side note, their own teleport circle was rather well defended.
 

thalmin

Retired game store owner
Question to throw out here. If using a PTC to teleport to another PTC, is a spell required? If so, do you require the same casting time and material components? I missed it if this is covered directly in the rules.
I would be inclined to require no components (since the circle is already drawn), and reduce the casting time to an action.
 

Saeviomagy

Adventurer
A glyph of warding with teleportation circle in it. Trigger "when a teleport circle opens and it is not on this schedule, cast teleportation circle to <bottom of volcano>".

Then follow up with multiple copies which each state "if the previous glyph is not active etc etc".

Or https://youtu.be/zL4HSk4MUUw but with spinning blades. Limits the capacity though.

Forbiddance allows you to have a password that changes every day. Mord's private sanctum would let you have something that you could dispel when an arrival is scheduled and reapplied afterwards: you need one wizard and one ritualist to bring it down and put it back again.
 

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