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I'm sure this has been done before....gates/teleports/lots of magic....attracting unwelcome attention...
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<blockquote data-quote="Oofta" data-source="post: 8392817" data-attributes="member: 6801845"><p>I describe teleportation as simply taking a short trip, you are awake and aware of your surroundings as a blur of movement. You are, in effect taking a shortcut through another dimension, being pulled along by the power of the spell.</p><p></p><p>Having said that I don't have a problem with short distance teleport, it's not that game breaking. Even teleportation circle isn't that bad, the sequences for the targets are closely kept secrets and often just lead to a sealed room with various glyphs and other protections.</p><p></p><p>The problem child is the teleport spell and monsters that can just teleport wherever they like. There is the forbiddance spell, and it would make sense that important places of power would have them done simply as part of the construction cost. It takes 30 days, but 1,000 GP cost is nothing compared to someone just teleporting into inner keep to start an invasion.</p><p></p><p>Beyond that? My campaign world has magic that isn't in the book. One of those is the ability to redirect teleportation, which can be worse. Current campaign though? I just ban the teleport spell because people have decided that it's too dangerous. Too many areas have been corrupted and you may end up "stuck" in the alternate dimension. If I really <em>want</em> people to teleport hither and yon for story reasons, then getting access to teleportation circles is part of the campaign.</p></blockquote><p></p>
[QUOTE="Oofta, post: 8392817, member: 6801845"] I describe teleportation as simply taking a short trip, you are awake and aware of your surroundings as a blur of movement. You are, in effect taking a shortcut through another dimension, being pulled along by the power of the spell. Having said that I don't have a problem with short distance teleport, it's not that game breaking. Even teleportation circle isn't that bad, the sequences for the targets are closely kept secrets and often just lead to a sealed room with various glyphs and other protections. The problem child is the teleport spell and monsters that can just teleport wherever they like. There is the forbiddance spell, and it would make sense that important places of power would have them done simply as part of the construction cost. It takes 30 days, but 1,000 GP cost is nothing compared to someone just teleporting into inner keep to start an invasion. Beyond that? My campaign world has magic that isn't in the book. One of those is the ability to redirect teleportation, which can be worse. Current campaign though? I just ban the teleport spell because people have decided that it's too dangerous. Too many areas have been corrupted and you may end up "stuck" in the alternate dimension. If I really [I]want[/I] people to teleport hither and yon for story reasons, then getting access to teleportation circles is part of the campaign. [/QUOTE]
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I'm sure this has been done before....gates/teleports/lots of magic....attracting unwelcome attention...
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