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5e teleport vs planeshift3/28/2023 ![]() ![]() The sequences are complicated, and it takes around one minute to input them using the complex series of dials on the panel. They also each have a control panel which allows you to dial the unique sigil sequence of another Blood Games Incorporated circle, provided you know it. “Like all Dungeons & Dragons’ teleportation circles, those of the Blood Games Incorporated have a unique sigil sequence, which, if known, allows one to arrive at the circle via the spells teleport and teleportation circle. ![]() ![]() Here’s what I came up with (I’m gonna copy and paste the text from DRAGONBOWL)… it might just save you some brain power if you plan on using teleportation in your homebrew adventures or worlds. Plus I had a think about how ‘teleportation keys’ might work.įinally, I considered how you might learn the unique sigil sequence of a PTC (which would be a closely guarded secret, but one which studying the PTC in person might reveal). I also came up with teleporting mechanics that enable the creation of automatic gateways between two PTCs (that function a bit like we imagine most D&D / fantasy portals to function… you step in and zip to a predetermined destination). I imagined a complex series of dials with arcane sigils and symbols that could lead to millions of combinations, and which needed configuring (although not by a high level wizard necessarily, just someone vaguely familiar with the dials who knows a correct sigil sequence). How is this done? Well for DRAGONBOWL I basically added a sci-fi-esque control panel to my PTCs to make that possible. “Erm, are you sure this is the right sigil sequence, Debs?” There are no rules for using a PTC as a launch point to go somewhere else.ĭoes that mean you can’t? Or that you still need an 9th level spellcaster to cast teleportation circle even when you’re standing next to a PTC? I don’t think that was the designers’ intention, and probably – leaning into our expectations – we are to imagine that one inputs a unique sigil sequence into one PTC to open up a gateway to another PTC. When we think of fantasy and sci-fi tropes we usually imagine that teleportation stations are linked and that you can easily use one to travel to another, but the rules we find are about how PTCs act as inbound travel nodes in combination with spells from the Player’s Handbook, namely teleportation circle, teleport and planeshift. What’s not 100% clear is how to use PTCs for outbound travel. If you have it, you can log on and arrive at the PTC (permanent teleportation circle), by casting the teleportation circle spell. Ok, so the spell tells us what D&D teleportation portals / stations are called – ‘permanent teleportation circles’, and how they are made, and we also learn a simple access system in the form of ‘unique sigil sequence’ that acts as a kind of WiFi password. You need not use the circle to teleport when you cast the spell in this way. You can create a permanent teleportation circle by casting this spell in the same Location every day for one year. You can commit a new sigil sequence to memory after studying it for 1 minute. You can learn additional sigil sequences during your adventures. 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. Each such circle includes a unique sigil sequence – a string of magical runes arranged in a particular pattern. Many major temples, guilds, and other important places have permanent teleportation circles inscribed somewhere within their confines. 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. A shimmering portal opens within the circle you drew and remains open until the end of your next turn. Teleportation CircleĬomponents: V M (Rare chalks and inks infused with precious gems with 50 gp, which the spell consumes)Īs 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. There’s a reason you’ll never meet Mordenkainen on the road… (Artwork: WOTC)Īs I tried to fathom out how to recreate ‘sci-fi’ style teleportation stations in Dungeons & Dragons, I pored over the core rulebooks and discovered that the rules pertaining to teleportation – such as they are – are hidden within the text of the teleportation circle spell. ![]()
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