Banned Spells!

I too limit teleport and it makes things more interesting. I also limited a lot of planar travel spells.

What I realized though is that it's better to place restrictions on spells than to ban them outright. Just increase the material component or some other role-playing aspect. Makes for more happy players and the possibility of using spells in special circumstances when they would otherwise be "banned."
 

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Crothian said:
I don't ban spells, I do make certain spells a lot more difficult to aquire. For instance no one can cast Teleport and any similiar spell unless they are part of the Wayfarer's Guild or worship a certain God and are part of a specific sect of his.

The problem with knowledge is that is reproducible for relatively little cost. As a player, I think I'd find it hard to believe that no one had purloined said spell and made it available to others. The world changing nature of it is just too darned enticing. And once the cat is out of the bag the monopoly is over. Or are the wayfarers prolific servants who live in every city and large town and offer bargain rates to prevent discontent? Or is there an outright requirement that causes the spell to fail unless the god of travel gives you a teleport token?
 

fafhrd said:
The problem with knowledge is that is reproducible for relatively little cost. As a player, I think I'd find it hard to believe that no one had purloined said spell and made it available to others. The world changing nature of it is just too darned enticing. And once the cat is out of the bag the monopoly is over. Or are the wayfarers prolific servants who live in every city and large town and offer bargain rates to prevent discontent? Or is there an outright requirement that causes the spell to fail unless the god of travel gives you a teleport token?

Assassins Guild rates and the ability of the Wayfarers Guild to pay them. The DM is just making the judgement call that because of the fact there is a control or attempted monopoly the player cannot acquire the spell as normal. A general rule in which a player who wishes to get the spell by other channels could become an adventure in and of itself.

Question though... If a halfling mage had a lantern archon familiar would it be able to teleport? If he were scrawny and came in at under 50 pds with gear that is....
 


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