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Blocking scrying and teleport without magic
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<blockquote data-quote="LonePaladin" data-source="post: 3846491" data-attributes="member: 6963"><p>Here's a simple way to prevent people from teleporting into your character's demesne.</p><p></p><p>Rearrange the furniture.</p><p></p><p>Teleport requires familiarity with the destination — not just its location, but the physical features (landmarks, if you will). If those landmarks are changed, then the caster's familiarity with that site drops down to the next worse level, possibly more. If you make the place completely different (say, by replacing all the furnishings), then the caster no longer has any familiarity, and runs the risk of winding up someplace else. It's not a perfect safeguard, but it can help.</p><p></p><p>Another thing you can do is design your site so that it closely resembles another location, preferably someplace nearby yet far enough away to keep trouble away from you. Teleport always carries a small chance of arriving at a location that is thematically similar to the destination, and if you've got something in place just for that possibility, you know where they'll end up.</p><p></p><p>Claim your site in one location to the public, but put it somewhere else. Anyone trying to teleport in based on what they've heard is going off false information, which guarantees a mishap.</p><p></p><p>Don't let anyone inside that you wouldn't want teleporting in without your knowledge. Even a single look at the interior increases their chance of success.</p><p></p><p>To stop magical divinations, simply place a thin sheet of lead in the outer structure. Instead of a single 1-foot-thick wall, have two walls that are six inches with a layer of lead between them. Consider doing the same with the interior walls, especially if you've got a room that doesn't have any windows. You can do without the lead on any stone walls that are at least 1 foot thick. Make the doors out of iron (at least 1 inch thick), and either do without windows or hire someone to use something other than glass (either illusions that show the outside, or some magical effect to make parts of the walls transparent).</p></blockquote><p></p>
[QUOTE="LonePaladin, post: 3846491, member: 6963"] Here's a simple way to prevent people from teleporting into your character's demesne. Rearrange the furniture. Teleport requires familiarity with the destination — not just its location, but the physical features (landmarks, if you will). If those landmarks are changed, then the caster's familiarity with that site drops down to the next worse level, possibly more. If you make the place completely different (say, by replacing all the furnishings), then the caster no longer has any familiarity, and runs the risk of winding up someplace else. It's not a perfect safeguard, but it can help. Another thing you can do is design your site so that it closely resembles another location, preferably someplace nearby yet far enough away to keep trouble away from you. Teleport always carries a small chance of arriving at a location that is thematically similar to the destination, and if you've got something in place just for that possibility, you know where they'll end up. Claim your site in one location to the public, but put it somewhere else. Anyone trying to teleport in based on what they've heard is going off false information, which guarantees a mishap. Don't let anyone inside that you wouldn't want teleporting in without your knowledge. Even a single look at the interior increases their chance of success. To stop magical divinations, simply place a thin sheet of lead in the outer structure. Instead of a single 1-foot-thick wall, have two walls that are six inches with a layer of lead between them. Consider doing the same with the interior walls, especially if you've got a room that doesn't have any windows. You can do without the lead on any stone walls that are at least 1 foot thick. Make the doors out of iron (at least 1 inch thick), and either do without windows or hire someone to use something other than glass (either illusions that show the outside, or some magical effect to make parts of the walls transparent). [/QUOTE]
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