Teleportation Doorway (5e Spell)
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6th-level Conjuration | |
Casting time: | 8 hour (Anchor), 1 hour (Marker), 1 action (usage) |
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Range: | 10 feet |
Components: | V, M (Anchor: A door forged of solid Electrum that is placed in a solid door frame made from wood, stone or metal), (Marker: Rare chalks and inks infused with precious gems worth 50 gp, which the spell consumes), (Usage: An item that you designate as the key to the doorway, this item must be inset with a diamond worth at least 100 gp and made of Electrum but can be any shape you desire.) |
Duration: | Concentration, Up to 1 minute |
There are 3 ways of casting this spell the first method must be completed to be able to use the other 2, the second method is optional:
- You invest the Electrum door and its frame with the powerful teleportation magic, turning it into a teleportation Anchor allowing you to find this door easily, as long as you are on the same plane of existence no matter the distance. You can make several Anchors doors, however this casting of the spell can only be repeated once a year.
- You engrave magical patterns on a door and frame you would like the spell to lead to and from using the infused inks. You can have as many of these Markers as you desire however this casting of the spell can not be repeated in this way more than once a month, as the spells etheric signature balances itself after the inclusion of the addition.
- Using the key you can either connect an Anchor that is within range to a Marker and vice versa or summon an ethereal door in an unoccupied space within range that is connected to an Anchor door. Alternatively you can touch a closed unlocked door and connect that to an Anchor door.
When doors are connected using this spell, the Anchor door will shift to the colour and appearance of whatever door it is connected to. The doors are now magically connected in whichever orientation you decided when using the key in this way and can not be changed for the duration of the spell.
By all appearances one door frame physically leads to the location its connected counterpart would and visa-versa. The original destination of either door is inaccessible and neither door can be used from the reverse side as only a black wall of force is present.
If a door is open when concentration is lost the connection will remain for the remaining duration as long as the door is open, if a door is open when the spell ends however all creatures within 10 ft of the door must make a wisdom saving throw or take 1d4 force damage as reality exerts itself forcibly severing the connection. This does not harm either door, any creatures in between the doorway will be forced whole to one side (DM choice).
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