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Teleportation Circle

School conjuration (teleportation); Level sorcerer/wizard 9, summoner 6, witch 9; Domain rune 9


Casting Time 10 minutes
Components V, M (amber dust to cover circle worth 1,000 gp)


Range 0 ft.

Effect 5-ft.-radius circle that teleports those who activate it
Duration 10 min./level (D)
Saving Throw none; Spell Resistance yes

By the way...
Because ships are constantly in motion, the caster of spells of the teleportation subschool must have line of sight to teleport onto a ship. Otherwise, a caster must scry upon a particular ship first, then immediately teleport to the scryed destination. Any delay in casting means the ship has moved from its scryed location and the spell fails.

Source Skull & Shackles Player's Guide

Trapfinding and Magic Traps

Magic traps such as teleportation circle are hard to detect and disable. A character with the trapfinding class feature can use the Disable Device to disarm magic traps. The DC in each case is 25 + spell level, or 34 in the case of teleportation circle.