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<blockquote data-quote="ruleslawyer" data-source="post: 2847522" data-attributes="member: 1757"><p>This has been around a good long while in FR, actually. <em>Ward tokens</em> are, well, tokens that one can carry that allow passage through the ward for the token-bearer. Silverymoon's wards have four different types, each of which negates a specific subset of ward prohibitions for the bearer of the token. </p><p></p><p>Personally, I like the way the Realms handles this; there have been lots of defenses against teleportation and scrying in FR material for a long time, and they've got a lot of flavor. (My favorite is perhaps <em>Waethra's warm welcome</em>, from Volo's Guide to All Things Magical; it simply must be seen to be believed.) </p><p></p><p>Still, we're back to the arms race. Personally, I favor house rules. A few of mine:</p><p></p><p>1) Teleport is 7th level, greater teleport 9th. This makes using greater teleport a difficult choice even for high-level spellcasters, and reduces the number of folk able to pop around the game world at whim. They also raise the likelihood that casters will use other travel spells, like wind walk and shadow walk.</p><p></p><p>2) Divinations all require a caster power check (1d20 + caster level + spellcasting stat) against a DC of some sort, depending on the spell and what knowledge is desired. Defenses against divinations raise the DC of the check rather than creating a blanket prohibition.</p></blockquote><p></p>
[QUOTE="ruleslawyer, post: 2847522, member: 1757"] This has been around a good long while in FR, actually. [i]Ward tokens[/i] are, well, tokens that one can carry that allow passage through the ward for the token-bearer. Silverymoon's wards have four different types, each of which negates a specific subset of ward prohibitions for the bearer of the token. Personally, I like the way the Realms handles this; there have been lots of defenses against teleportation and scrying in FR material for a long time, and they've got a lot of flavor. (My favorite is perhaps [i]Waethra's warm welcome[/i], from Volo's Guide to All Things Magical; it simply must be seen to be believed.) Still, we're back to the arms race. Personally, I favor house rules. A few of mine: 1) Teleport is 7th level, greater teleport 9th. This makes using greater teleport a difficult choice even for high-level spellcasters, and reduces the number of folk able to pop around the game world at whim. They also raise the likelihood that casters will use other travel spells, like wind walk and shadow walk. 2) Divinations all require a caster power check (1d20 + caster level + spellcasting stat) against a DC of some sort, depending on the spell and what knowledge is desired. Defenses against divinations raise the DC of the check rather than creating a blanket prohibition. [/QUOTE]
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