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Teleportation Sigil

Teleportation Sigils are a type of magic used to create networks of teleportation points across nations, and are often employed by military to deploy troops or move materials. The Vesperin Empire is well known for employing these sigils for military use throughout their cities.   When a sigil is created, the caster selects a command word for the sigil. This is a sort of password that prevents those who have merely seen the sigil from teleporting there. Additionally, sigils are not infinite in reach.   

Creation

A teleportation sigil can be created using the spell Create Teleportation Sigil.
Eumaea Campaign Setting

Create Teleportation Sigil

Create a magical sigil to which those who know its command word can teleport.


Conjuration \ teleportation \
magus 5, occultist 5, psychic 5, sorcerer/wizard 5, spiritualist 5, summoner 4, unchained summoner 5, witch 5-level
Save: none
SR: no

Casting time: 10 minutes
Range: 100 miles per caster level
Duration: permanent
Effect: 10ft radius glowing magical sigil
Componenent: V, S, M (diamond dust worth 1000 gp)

Description

You create a 10ft radius glowing magical sigil on the floor. When the spell completes, you choose a command word for this sigil. As long as the sigil remains intact, any creature who knows the sigil's command word can teleport directly to it via Sigil Teleport, as long as they are within the range of the sigil, as determined at the time of casting. You may choose to cast this spell at a lower caster level than your own (minimum 1) for the purpose of determining the range of the sigil.   By casting this spell on an already existing sigil, the caster may attempt to modify or dispel the sigil. The caster makes a check to defeat the existing magical properties of the sigil, as per Dispel Magic. If the command word is known, this check automatically succeeds. If successful, the caster may choose to modify the properties of the sigil, including the range or command word, or dispel the sigil altogether.   The sigil cannot be dispelled under non-magical means, including disrupting the floor on which the sigil is cast. However, the area directly above the sigil must be large enough to accomodate any who would teleport to it. Thus, covering or burying the sigil is enough to block it from being activated.
 

Use

A teleportation sigil can be teleported to by using the spell Sigil Teleport.
Eumaea Campaign Setting

Sigil Teleport

Teleport to a teleportation sigil that you know.


Conjuration \ Teleportation \
magus 4, occultist 4, psychic 4, sorcerer/wizard 4, spiritualist 4, summoner 3, unchained summoner 4, witch 4-level
Save: Will negates (harmless) (see text)
SR: No

Casting time: 1 minute
Range: personal and touch
Duration: instantaneous
Targets: you and/or touched willing creatures or objects
Componenent: V, S

Description

You teleport yourself and/or any willing creatures touched to a teleportation sigil of your choosing. At the time of casting, you must concentrate on a teleportation sigil that you know that is within 100 miles per caster level, and utter the command word for that sigil. You must be within the range of the destination sigil as well as the sigil must be within your range. The destination sigil must have room directly above it to receive the target(s) of your spell. You may teleport a number of touched willing creatures this way equal to your caster level plus 1. You may choose to include or exclude yourself as part of the casting, however you count toward the creature limit.   If, when casting is completed, there is a complication with reaching the destination sigil, you gain limited information. If the sigil is out of your range, you are out of the sigil's range, the sigil has dispelled or otherwise does not exist, or the correct command word is not provided, you know only that you were unable to establish a connection to the destination sigil. If the sigil is physically blocked or being suppressed (such as by an anti-magic field) for more than a minute after casting, you know that you were able to establish a connection, but teleportation could not be initiated.   You may instead choose to touch an existing teleportation sigil to teleport every creature and object inside the sigil to the target sigil. If a creature in the sigil is unwilling, they may attempt a Will save to negate the effect.   When the spell resolves, roll a d100 as per Teleport to determine the outcome of the teleportation. If you choose not to teleport yourself, you do not know the outcome of this roll.