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Standard security features of a permanent Teleportation Circle
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<blockquote data-quote="Erik Westmarch" data-source="post: 6886203" data-attributes="member: 6815948"><p>What a great observation! The spell doesn't say. There's really nothing in the spell description that specifies the size or shape of the portal, other than that it's inside the circle. I'd say it's 100% the DM's discretion how they want to run it in their game. The only size given is the size of the Circle (10' diameter), but there's no RAW link between the size of the circle and the size or shape of the portal.</p><p></p><p>And of course any answer you give here will have a significant effect on any discussion about how many people can run through the thing in a round.</p><p></p><p>I was picturing a verticle 10'x10' square like you were but it could just as easily be a small oval, cube, or the full circulate border of the circle (like the outside boundary of a cylinder).</p><p></p><p>And there's a separate (unanswered) question as to whether you can enter the portal from only one side or both. Or from all sides, in the case of a 3D shape.</p><p></p><p></p><p></p><p></p><p>Mainly the difference is the location of the Circle. If it's insider the inner Keep, it bypasses all your wall and sentries, unlike a boat.</p><p></p><p></p><p></p><p></p><p></p><p></p><p>What a great idea! I love it. As a House Rule I might allow that any Permanent Teleportation Circle can optionally act as a Teleport Beacon too. I would have it effect all true Teleport spells (regardless of distance). If you don't want to be sucked into you you'd stuck with Misty Step, Dimension Door, etc.</p><p></p><p>A fun side project would be creating "options" that could be added to Permanent Teleportation Circles. </p><p></p><ul> <li data-xf-list-type="ul">Beacon would be one.</li> <li data-xf-list-type="ul">Alarm would sound a loud chime or other noise to announce its use.</li> <li data-xf-list-type="ul">Dispel hits all active spells or effects with Dispel Magic</li> </ul><p></p><p>You could also have ones that aren't obviously beneficial or defensive, but represent some sort of defect in the Circle, such as Animate Object randomly effecting 10 items in the group that then start attacking you.</p><p></p><p></p><p></p><p></p><p></p><p></p><p>Not to derail the thread, but disagree. A D&D city would need defenses against flying and magical enemies, but walls would still be useful against mundane threats like invading armies, goblins, bandits, etc. </p><p></p><p>Real-world cities only got rid of their walls once artillery reached a certain level of range and power. D&D may have wizards, but the standard implied setting doesn't have mass produced artillery. Your campaign may vary.</p></blockquote><p></p>
[QUOTE="Erik Westmarch, post: 6886203, member: 6815948"] What a great observation! The spell doesn't say. There's really nothing in the spell description that specifies the size or shape of the portal, other than that it's inside the circle. I'd say it's 100% the DM's discretion how they want to run it in their game. The only size given is the size of the Circle (10' diameter), but there's no RAW link between the size of the circle and the size or shape of the portal. And of course any answer you give here will have a significant effect on any discussion about how many people can run through the thing in a round. I was picturing a verticle 10'x10' square like you were but it could just as easily be a small oval, cube, or the full circulate border of the circle (like the outside boundary of a cylinder). And there's a separate (unanswered) question as to whether you can enter the portal from only one side or both. Or from all sides, in the case of a 3D shape. Mainly the difference is the location of the Circle. If it's insider the inner Keep, it bypasses all your wall and sentries, unlike a boat. What a great idea! I love it. As a House Rule I might allow that any Permanent Teleportation Circle can optionally act as a Teleport Beacon too. I would have it effect all true Teleport spells (regardless of distance). If you don't want to be sucked into you you'd stuck with Misty Step, Dimension Door, etc. A fun side project would be creating "options" that could be added to Permanent Teleportation Circles. [LIST] [*]Beacon would be one. [*]Alarm would sound a loud chime or other noise to announce its use. [*]Dispel hits all active spells or effects with Dispel Magic [/LIST] You could also have ones that aren't obviously beneficial or defensive, but represent some sort of defect in the Circle, such as Animate Object randomly effecting 10 items in the group that then start attacking you. Not to derail the thread, but disagree. A D&D city would need defenses against flying and magical enemies, but walls would still be useful against mundane threats like invading armies, goblins, bandits, etc. Real-world cities only got rid of their walls once artillery reached a certain level of range and power. D&D may have wizards, but the standard implied setting doesn't have mass produced artillery. Your campaign may vary. [/QUOTE]
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