1) picked up on portals through running Fortress of the Yuan Ti a few years ago. The portals were made of stone and activated by small fitted gems instead of runes. Carried this forward and made them appear later, and later still hit upon the idea of having the portal gemstones shaped like dice/"platonic solids." 2) the ideas your video sparked: the sigils are the words of a living language, and their lore and use can be learned, and must be to a small extent by anyone to create a circle per the spell. Maybe there's a backstory to the spell: there's a priesthood or a wizard academy that teaches this knowledge and picking up the spell means the PC learns this lore. "Portal Wizard" might even be a cool idea for a subclass like the wizard version of the Horizon Walker Ranger. Anyway, liked and subscribed, thank you for this.
My character that had teleport circle didn't get the spell until after the campaign ended, but part of what he did after was go around and put teleportation circles in places he would want easy access to. If we ever return to that setting, I will definitely be making use of them!
Bestow curse when upcast to 9th level states it can replicate the effect of a creature or spell that is congruent and balanced to the power of the spell slot used to upcast with. To obtain 9th level spell slots, a character would have to be at minimum a 17th level full caster. When determining spell effects that include CR, a character's level is used if the creature in question does not have a CR. Amongst CR 17 and lower creatures there are those with the ability to forcefully age a target by 1+1d10 *10 years when hit with an attack. In the section for creating new monsters and custom designed spells, when the effect is lowered significantly an attack roll can be forgone. First cast Teleportation Circle on a floor. Use Nystul's Magic Aura to target an area of ground, an object called "Floor" and add a creature type of "Humanoid". Use a 9th level upcast of Bestow Curse with the effect reballanced to age the target by 1 year with no attack roll. Wait one in game day. Now the Circle has undergone aging and is a year older; subsequently that year only contained 1 day, in which the spell was cast; thereby meaning that every single day (of which there was only one) during that year the spell was cast and is now instantaneously permanent. This effect can be used to make many spells permanent as none that do this have a recast time of longer than a year. This functions rules as written. Another few examples uses for a burgeoning wizard may be to cast Wish to cast Clone and have it ready in a day or to cast Mighty Fortress and have a permanent wizard's keep in less than a week. Enjoy
@@kjp24 bestow curse only targets a creature, and at 9th level it just lasts until dispelled. The aura only changes how a spell is perceived. Where are you getting these spell descriptions?
@@Opherrons 2014 bestow curse You touch a creature, and that creature must succeed on a Wisdom saving throw or become cursed for the duration of the spell. When you cast this spell, choose the nature of the curse from the following options. Choose one ability score. While cursed, the target has disadvantage on ability checks and saving throws made with that ability score. While cursed, the target has disadvantage on attack rolls against you. While cursed, the target must make a Wisdom saving throw at the start of each of its turns. If it fails, it wastes its action that turn doing nothing. While the target is cursed, your attacks and spells deal an extra 1d8 necrotic damage to the target. A remove curse spell ends this effect. At the DM's option, you may choose an alternative curse effect, but it should be no more powerful than those described above. The DM has final say on such a curse's effect. At Higher Levels: If you cast this spell using a spell slot of 4th level or higher, the duration is concentration, up to 10 minutes. If you use a spell slot of 5th level or higher, the duration is 8 hours. If you use a spell slot of 7th level or higher, the duration is 24 hours. If you use a 9th level spell slot, the spell lasts until it is dispelled. Using a spell slot of 5th level or higher grants a duration that doesn't require concentration.
. At the DM's option, you may choose an alternative curse effect, but it should be no more powerful than those described above. The DM has final say on such a curse's effect.
Nystuls permits you to choose one or both options but does not differentiate between creatures or objects allowing the use for both or either on an object which includes bestowing a creature type
In the spell description Nystul's also states its use for divination spells but then list the examples of Divine Sense and Symbol. Divine Sense is a Paladin class ability, not a spell; and Symbol is not a Divinity school of spell at all. The entire thing is borked, unbalanced and incorrectly written which, if taken at face value and words as written, causes immeasurable jank.
I like the nerf of limiting the number you have memorized, but I think it should be equal to your History bonus instead. this way having proficiency in history means something more and fall in line with "recalling information" usually part of a skill check. but they can have as many written in a book. maybe some could lead to the middle of a dungeon, but at the time it was written, it wasn't filled with baddies. lots of fun plot hooks with TC
If your game world doesn't have any teleport circles in it, then you may car the spell in the same location for a year to create one. This is the point of the last part of the spell. The spell also costs 50gp in rare inks each time it's cast so the cost to make a circle is 50*365=18250 and 365 days. This intended to be a very specific kind of game play to be useful.
I like your thought process. If you were to have a world based on 2000BC Ancient Mayan Civilization that is somewhat new to magic, how would you introduce that magic? I've been writing a setting that's like a remixed version of earth with actual magic that comes from radioactive deposits but I'm not sure how the Mayan culture would interact with that stuff and any mutated animals from said magical radiation.
The creation of a teleport circle network or equivalent fast travel system could be a whole subplot. I'd say it's usually something for a well developed magic using society, but if you want to jump start it, maybe divine knowledge or ancient aliens.
@@dresdenstale2253 I think I will look into doing something like that. My setting is basically sci-fi disguised as fantasy, like if Game of Thrones had Dune technology (sans vehicles). I wish you luck in more of your worldbuilding. Thank you for the advice.
1) picked up on portals through running Fortress of the Yuan Ti a few years ago. The portals were made of stone and activated by small fitted gems instead of runes. Carried this forward and made them appear later, and later still hit upon the idea of having the portal gemstones shaped like dice/"platonic solids." 2) the ideas your video sparked: the sigils are the words of a living language, and their lore and use can be learned, and must be to a small extent by anyone to create a circle per the spell. Maybe there's a backstory to the spell: there's a priesthood or a wizard academy that teaches this knowledge and picking up the spell means the PC learns this lore. "Portal Wizard" might even be a cool idea for a subclass like the wizard version of the Horizon Walker Ranger. Anyway, liked and subscribed, thank you for this.
My character that had teleport circle didn't get the spell until after the campaign ended, but part of what he did after was go around and put teleportation circles in places he would want easy access to. If we ever return to that setting, I will definitely be making use of them!
Bestow curse when upcast to 9th level states it can replicate the effect of a creature or spell that is congruent and balanced to the power of the spell slot used to upcast with. To obtain 9th level spell slots, a character would have to be at minimum a 17th level full caster. When determining spell effects that include CR, a character's level is used if the creature in question does not have a CR. Amongst CR 17 and lower creatures there are those with the ability to forcefully age a target by 1+1d10 *10 years when hit with an attack. In the section for creating new monsters and custom designed spells, when the effect is lowered significantly an attack roll can be forgone. First cast Teleportation Circle on a floor. Use Nystul's Magic Aura to target an area of ground, an object called "Floor" and add a creature type of "Humanoid". Use a 9th level upcast of Bestow Curse with the effect reballanced to age the target by 1 year with no attack roll. Wait one in game day. Now the Circle has undergone aging and is a year older; subsequently that year only contained 1 day, in which the spell was cast; thereby meaning that every single day (of which there was only one) during that year the spell was cast and is now instantaneously permanent. This effect can be used to make many spells permanent as none that do this have a recast time of longer than a year. This functions rules as written. Another few examples uses for a burgeoning wizard may be to cast Wish to cast Clone and have it ready in a day or to cast Mighty Fortress and have a permanent wizard's keep in less than a week. Enjoy
@@kjp24 bestow curse only targets a creature, and at 9th level it just lasts until dispelled. The aura only changes how a spell is perceived. Where are you getting these spell descriptions?
@@Opherrons 2014 bestow curse
You touch a creature, and that creature must succeed on a Wisdom saving throw or become cursed for the duration of the spell. When you cast this spell, choose the nature of the curse from the following options.
Choose one ability score. While cursed, the target has disadvantage on ability checks and saving throws made with that ability score.
While cursed, the target has disadvantage on attack rolls against you.
While cursed, the target must make a Wisdom saving throw at the start of each of its turns. If it fails, it wastes its action that turn doing nothing.
While the target is cursed, your attacks and spells deal an extra 1d8 necrotic damage to the target.
A remove curse spell ends this effect. At the DM's option, you may choose an alternative curse effect, but it should be no more powerful than those described above. The DM has final say on such a curse's effect.
At Higher Levels: If you cast this spell using a spell slot of 4th level or higher, the duration is concentration, up to 10 minutes. If you use a spell slot of 5th level or higher, the duration is 8 hours. If you use a spell slot of 7th level or higher, the duration is 24 hours. If you use a 9th level spell slot, the spell lasts until it is dispelled. Using a spell slot of 5th level or higher grants a duration that doesn't require concentration.
. At the DM's option, you may choose an alternative curse effect, but it should be no more powerful than those described above. The DM has final say on such a curse's effect.
Nystuls permits you to choose one or both options but does not differentiate between creatures or objects allowing the use for both or either on an object which includes bestowing a creature type
In the spell description Nystul's also states its use for divination spells but then list the examples of Divine Sense and Symbol. Divine Sense is a Paladin class ability, not a spell; and Symbol is not a Divinity school of spell at all. The entire thing is borked, unbalanced and incorrectly written which, if taken at face value and words as written, causes immeasurable jank.
I like the nerf of limiting the number you have memorized, but I think it should be equal to your History bonus instead. this way having proficiency in history means something more and fall in line with "recalling information" usually part of a skill check. but they can have as many written in a book. maybe some could lead to the middle of a dungeon, but at the time it was written, it wasn't filled with baddies. lots of fun plot hooks with TC
If your game world doesn't have any teleport circles in it, then you may car the spell in the same location for a year to create one. This is the point of the last part of the spell. The spell also costs 50gp in rare inks each time it's cast so the cost to make a circle is 50*365=18250 and 365 days. This intended to be a very specific kind of game play to be useful.
I like your thought process. If you were to have a world based on 2000BC Ancient Mayan Civilization that is somewhat new to magic, how would you introduce that magic? I've been writing a setting that's like a remixed version of earth with actual magic that comes from radioactive deposits but I'm not sure how the Mayan culture would interact with that stuff and any mutated animals from said magical radiation.
The creation of a teleport circle network or equivalent fast travel system could be a whole subplot. I'd say it's usually something for a well developed magic using society, but if you want to jump start it, maybe divine knowledge or ancient aliens.
@@dresdenstale2253 I think I will look into doing something like that. My setting is basically sci-fi disguised as fantasy, like if Game of Thrones had Dune technology (sans vehicles). I wish you luck in more of your worldbuilding. Thank you for the advice.