Teleplacement Circle

Conjuration, ritual only

A circle is traced in white ash and a combatant enters and thinks of a place they have been. When a being hostile to them enters the circle, they are both teleported to the place in question along with all creatures in the circle and a much larger circle appears around them. If either combatant falls unconscious or dies, the circle glows bright blue and they are returned to the original space. If either leaves the circle while teleported, they are immediately returned to the center of the circle. If another sentient being enters the teleported circle, the teleportation ends and the teleported beings are returned to the original space. If the original circle is broken during teleplacement, the spell ends but the entities are not returned. While the teleplacement is occurring, the circle glows in a faint blue color and fades as the condition of the combatants drop.

There is a DC16 perception check to notice the actual circle and a DC10 perception check to notice the side effects when nearing an active circle. When nearing an active circle, one feels tingling and can hear the combatants as if they are immediately before them. Upon entering an active circle, one see a flash of the opponents.

Teleplacement Circle

Warriors of Norora chris_e_smith351 chris_e_smith351