D20:Teleportation Circle Spell
Teleportation Circle
Sor/Wiz 9
V, M
10 minutes
0 ft.
5-ft.-radius circle that teleports those who activate it
10 min./level (D)
None
Yes
The circle itself is subtle and nearly impossible to notice. If you intend to keep creatures from activating it accidentally, you need to mark the circle in some way.
Teleportation circle can be made permanent with a permanency spell. A permanent teleportation circle that is disabled becomes inactive for 10 minutes, then can be triggered again as normal.
Note: Magic traps such as teleportation circle are hard to detect and disable. A rogue (only) can use the Search skill to find the circle and Disable Device to thwart it. The DC in each case is 25 + spell level, or 34 in the case of teleportation circle.
Material Component: Amber dust to cover the area of the circle (cost 1,000 gp).
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This article is a D20 reference page The System Reference Document is a comprehensive toolbox consisting of rules, races, classes, feats, skills, various systems, spells, magic items, and monsters compatible with the d20 System version of Dungeons & Dragons and various other roleplaying games from Wizards of the Coast. |
Created by Last edited by , 10-23-2011 at 11:55 AM 0 Comments, 6,405 Views |
, 04-03-2007 at 12:55 AM
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