FreeTheSlaves
Adventurer
I don't know how useful my post is to this thread but I'll share my experiences with teleport with all and see if it helps some.
This is from a dm's view-point and that campaign didn't go past 12th level.
In regards to defending specific sites v teleport; i.e. where significant powers with a reasonable arcane knowledge reside that wish to control visitors; I used forbidance, dimensionally anchored (un)hallowed ground, or I simply invoked the traps formula.
I used the traps rule for constructing areas with permanent dimensional anchors quite a bit because it was not divine magic specific. That said you have to look at the cost to craft and compare it to the npc. Sure, they may have inherited a site that is anchored (which is therefore subject to local knowledge+) but using the traps formula requires the npc to have serious wealth at their disposal.
Just to beef up the non-spellcasters, I put in portals to allow teleportation of a limited kind.
Anyhoo...
This is from a dm's view-point and that campaign didn't go past 12th level.
- Wizard and Travel cleric got access at level 9-10 (not the wiz 1st choice spell)
- Travel to new locations was the ye olde way; travel back via teleport.
- The error factor only kicked in a couple of times and one time it was most inconvenient. From then on, if time wasn't a factor they'd travel overland.
- The travel cleric got into a most excellent habit of carefully familiarizing himself with waypoints which he made into shrines; for more successful teleports.
- Exploring overland (they were the advance pathfinders of an army) the party would teleport to specific points viewable on the horizon; aproximately 25 miles away.
- The large bags of holding are made for the teleporting party.
In regards to defending specific sites v teleport; i.e. where significant powers with a reasonable arcane knowledge reside that wish to control visitors; I used forbidance, dimensionally anchored (un)hallowed ground, or I simply invoked the traps formula.
I used the traps rule for constructing areas with permanent dimensional anchors quite a bit because it was not divine magic specific. That said you have to look at the cost to craft and compare it to the npc. Sure, they may have inherited a site that is anchored (which is therefore subject to local knowledge+) but using the traps formula requires the npc to have serious wealth at their disposal.
Just to beef up the non-spellcasters, I put in portals to allow teleportation of a limited kind.
Anyhoo...