Teleport Beacon (Apath)

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Unofficial rules compendium

Teleport Beacon

Conjuration (Teleport)
Level: cleric 8, druid 7, magus 6, occultist 6, psychic 7, ranger 4, sorcerer/wizard 6, spiritualist 6, unchained summoner 6, witch 6;
Components: V, S, M (see text)
Casting Time: 10 minutes
Range: touch
Effect: one teleport beacon in a 20 ft. radius.
Duration: 1 day/level or permanent (see text)
Saving Throw: Will negates (harmless, object)
Spell Resistance: Yes (harmless)

You create a dimensional pattern that can guide effects with the teleport descriptor. To benefit from a teleport beacon, the caster of a teleport spell must have studied the beacon first hand for ten minutes.

Any spell with the teleport descriptor that can teleport far enough to reach the teleport beacon can choose to arrive in the teleport beacon's area. Such a teleport always arrives safely and ignores any arrival location limits of the spell.

If a teleport effect is used within the area of one teleport beacon, and the caster has studied another teleport beacon, he can choose to teleport to the second beacon, ignoring range limitations. The target location must still be on a plane the teleport spell allows travel to.

An alternate use of teleport beacon is to teleport all creatures inside one teleport beacon to another teleport beacon on the same plane.

Teleport beacon is vulnerable to effects that disrupt teleportation effects; it automatically fails if cast in a situation where teleport spells risk failure or are otherwise hampered.

The material component of the spell is one pound of ground silver (worth 5 gp). By expending 1,000 pounds of silver (worth 5,000 gp) the spell gains a permanent duration. This requires an arrangement of physical objects in specific angles, this can be simple planks or stones, but obelisks or engraving is more permanent. If the arrangement is damaged or changed, the teleport beacon won't work until it is repaired.

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