Teleportation Circle
2024 Rules
- Level & School
- 5th-level conjuration
- Casting Time
- 1 minute
- Range
- 10 feet
- Components
- V, M (rare inks worth 50+ GP, which the spell consumes)
- Duration
- 1 round
- Classes
- Bard, Sorcerer, Warlock, Wizard
- Source
- Player's Handbook (2024)
As you cast the spell, you draw a 5-foot-radius 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. A shimmering portal opens within the circle you drew and remains open until the end of your next turn. 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.
Many major temples, guildhalls, and other important places have permanent teleportation circles. Each circle includes a unique sigil sequence—a string of runes arranged in a particular pattern.
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. You might learn additional sigil sequences during your adventures. You can commit a new sigil sequence to memory after studying it for 1 minute.
You can create a permanent teleportation circle by casting this spell in the same location every day for 365 days.
2014 Rules
- Level & School
- 5th-level conjuration
- Casting Time
- 1 minute
- Range
- 10 feet
- Components
- V, M (rare chalks and inks infused with precious gems worth 50 gp, which the spell consumes)
- Duration
- 1 round
- Classes
- Bard, Sorcerer, Warlock, Wizard
- Source
- Player's Handbook (2014)
As 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. A shimmering portal opens within the circle you drew and remains open until the end of your next turn. 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.
Many major temples, guilds, and other important places have permanent teleportation circles inscribed somewhere within their confines. Each such circle includes a unique sigil sequence—a string of magical runes arranged in a particular pattern. 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. You can learn additional sigil sequences during your adventures. You can commit a new sigil sequence to memory after studying it for 1 minute.
You can create a permanent teleportation circle by casting this spell in the same location every day for one year. You need not use the circle to teleport when you cast the spell in this way.
Teleportation Circle 5.5e 2024 vs. 5e 2014 edition differences
Teleportation Circle popularity
How popular is Teleportation Circle? It is a seldom seen spell in the game, and is chosen less than other options when available. This spell may fill a specific niche for a spellbook.
- Top 25% of all level 5 spells
- Top 50% picked level 5 Warlock spell
- Top 50% picked level 5 Wizard spell
- Top 50% picked level 5 Bard spell
- Top 50% picked level 5 Sorcerer spell
- Bottom 50% of all 5e spells
Read about how this popularity data is calculated.
Spells similar to Teleportation Circle
Teleport 7th-level conjuration
Both move multiple creatures instantly over enormous distances, with Teleportation Circle using a known destination rather than a familiarity-based roll.
Players prefer Teleport over Teleportation Circle
Dimension Door 4th-level conjuration
Both provide rapid group relocation through magical teleportation, but Dimension Door works over a much shorter range and does not require a prepared destination.
Players prefer Dimension Door over Teleportation Circle
Transport via Plants 6th-level conjuration
Like Teleportation Circle, this spell links distant locations and can move a group between them without ordinary travel.
Players prefer Transport via Plants over Teleportation Circle
Word of Recall 6th-level conjuration
It carries multiple creatures to a preselected safe location, making it a comparable emergency or travel network option.
Players prefer Word of Recall over Teleportation Circle
Arcane Gate 6th-level conjuration
Each creates a temporary two-way portal that lets several creatures cross to a chosen location.
Players prefer Arcane Gate over Teleportation Circle
Plane Shift 7th-level conjuration
This is another high-level Conjuration spell focused on transporting a group to a specific destination, though it normally crosses between planes.
Players prefer Plane Shift over Teleportation Circle