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An end to scry-buff-teleport?
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<blockquote data-quote="ruleslawyer" data-source="post: 3875401" data-attributes="member: 1757"><p>To second JohnSnow: The Sundering isn't metagamey at all, really. Some of the following are major consequences of the isolation of Aryth from other planes:</p><p></p><p>1) Outsiders and elementals are all those who remain on the world from before the Sundering and are now trapped on it. This has... er, interesting consequences from the perspective of using summoning spells and from the POV of outsider and elemental encounters in general.</p><p></p><p>2) No divine magic or divine intervention. The only god is Izrador, and the only divine magic is the legates'.</p><p></p><p>3) No planar travel, meaning no escape. That is a big, big deal. Teleport is largely incidental to the issue; the bigger one is that the setting is a nightmare that you don't get to abandon merely by going somewhere else.</p><p></p><p>Midnight isn't performing a "carveout" of the teleport spell; it's creating a setting-specific, well-grounded campaign construct that <em>happens</em> to include a prohibition against teleport as one of its outcomes... almost incidentally, in that case.</p></blockquote><p></p>
[QUOTE="ruleslawyer, post: 3875401, member: 1757"] To second JohnSnow: The Sundering isn't metagamey at all, really. Some of the following are major consequences of the isolation of Aryth from other planes: 1) Outsiders and elementals are all those who remain on the world from before the Sundering and are now trapped on it. This has... er, interesting consequences from the perspective of using summoning spells and from the POV of outsider and elemental encounters in general. 2) No divine magic or divine intervention. The only god is Izrador, and the only divine magic is the legates'. 3) No planar travel, meaning no escape. That is a big, big deal. Teleport is largely incidental to the issue; the bigger one is that the setting is a nightmare that you don't get to abandon merely by going somewhere else. Midnight isn't performing a "carveout" of the teleport spell; it's creating a setting-specific, well-grounded campaign construct that [i]happens[/i] to include a prohibition against teleport as one of its outcomes... almost incidentally, in that case. [/QUOTE]
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An end to scry-buff-teleport?
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