Teleportation Circle
Source: Dungeon Masterās Guide (2024), page 347. Creator: Wizards of the Coast / D&D Studio.
Quick Reference
| Field | Value |
|---|---|
| Facility type | special |
| Required level | 9 |
| Space | roomy |
| Hirelings | 1 |
| Bastion order | recruit |
| Prerequisite | None. |
Rules Text
Inscribed on the floor of this room is a permanent teleportation circle created by the Teleportation Circle spell.
Recruit: Spellcaster
Each time you issue the Recruit order to this facility, its hireling extends an invitation to a Friendly [Attitude] NPC spellcaster. Roll any die. If the number rolled is odd, the invitee declines the invitation, and you gain no benefit from having issued the order. If the number rolled is even, the invitee accepts the invitation and arrives in your Bastion via your Teleportation Circle.
While you are in your Bastion, you can ask the spellcaster to cast one Wizard spell of level 4 or lower; if you are level 17+, the spellās maximum level increases to 8. The spellcaster is assumed to have the spell prepared. If the spell has one or more Material components that cost money, you must pay for them before the spell can be cast.
The spellcaster stays for 14 days or until they cast a spell for you. The spellcaster wonāt defend your Bastion and departs immediately if the Bastion is attacked (see āBastion Eventsā at the end of the chapter).
Balance Notes
- Compare this facility against other 9-level facilities before allowing homebrew upgrades.
- Keep the listed Bastion order as the primary action loop; additional benefits should usually be narrative, temporary, or gated by downtime.
- If this facility grants creatures, information, resources, crafted items, or empowerment, keep those outputs tied to Bastion turns rather than free adventuring actions.
Links
- Parent index: Bastions Index
- Source index: 00 - Dungeon Masters Guide 2024 Index