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<blockquote data-quote="Gez" data-source="post: 1676059" data-attributes="member: 1328"><p>It's not a question of not using non-D&D sources. You conveniently missed the point.</p><p></p><p>It's not because something blatant is not in the core rules that it doesn't exist in the universe. You can be sure the spells of the much-maligned BOEF probably exist in a consistant D&D universe, but they're unlikely to be in referenced during the game by most players, so this kind of stuff is left out of the core rules. Likewise for antimagic defenses. A lot of them are left to the DM's fiat.</p><p></p><p></p><p></p><p>As I have explained a lot, if they had teleportation magic available, they could have used it to go back home (but not before Sauron was eliminated, because it was clear that in Tolkien's house-rules, the use of powerful spells is detected by other spellcasters), but <em><u>not</u></em> to move to Orodruin. Not possible. Not at all.</p><p></p><ol> <li data-xf-list-type="ol">Gandalf's knowledge of the Mount Doom of now was most certainly imperfect. Volcanoes are mutable places, strongholds of evil are as well. Not having a clear mental picture of what the destination was, he risked misshap or other teleportation errors.</li> <li data-xf-list-type="ol">Places with strong physical energies can make teleportations hazardous or impossible. A volcano qualifies as a place with strong physical energies. So, not only was teleportation impossible or hazardous <em>because Gandalf's familiarity with the place was insufficient</em>, but it was even more "hazardous or impossible" because there's lot of hot fiery lava and other telluric manifestations.</li> <li data-xf-list-type="ol">Places with strong magical energies can also make teleportations hazardous or impossible. The mystical birth-place of the most potent ring artifact, only place where it can be destroyed, and just beside the fortress of what could be approximated to a Demon Prince in D&D terms, happens to genuinely qualifies as a place with strong magical energies.</li> </ol><p></p><p>There's no less than three factors that would make a teleportation right before the pit a very bad idea, or something impossible to do. So, the 12-second operation was right out of question. Gandalf would have had to teleport to a close place, but one of which he has an accurate mental picture. Like that Minas Tirith city. Which is still far away enough for Sauron to organize defenses, and which would show him clearly the nature of the threat. So, for the same reason calling upon the eagle allies was a no-no, teleportation was also to be avoided.</p><p></p><p>For all we know, Gandalf could has been able to teleport. But he never had an opportunity to use it wisely in all of the story.</p></blockquote><p></p>
[QUOTE="Gez, post: 1676059, member: 1328"] It's not a question of not using non-D&D sources. You conveniently missed the point. It's not because something blatant is not in the core rules that it doesn't exist in the universe. You can be sure the spells of the much-maligned BOEF probably exist in a consistant D&D universe, but they're unlikely to be in referenced during the game by most players, so this kind of stuff is left out of the core rules. Likewise for antimagic defenses. A lot of them are left to the DM's fiat. As I have explained a lot, if they had teleportation magic available, they could have used it to go back home (but not before Sauron was eliminated, because it was clear that in Tolkien's house-rules, the use of powerful spells is detected by other spellcasters), but [i][u]not[/u][/i] to move to Orodruin. Not possible. Not at all. [list=1][*]Gandalf's knowledge of the Mount Doom of now was most certainly imperfect. Volcanoes are mutable places, strongholds of evil are as well. Not having a clear mental picture of what the destination was, he risked misshap or other teleportation errors.[*]Places with strong physical energies can make teleportations hazardous or impossible. A volcano qualifies as a place with strong physical energies. So, not only was teleportation impossible or hazardous [i]because Gandalf's familiarity with the place was insufficient[/i], but it was even more "hazardous or impossible" because there's lot of hot fiery lava and other telluric manifestations.[*]Places with strong magical energies can also make teleportations hazardous or impossible. The mystical birth-place of the most potent ring artifact, only place where it can be destroyed, and just beside the fortress of what could be approximated to a Demon Prince in D&D terms, happens to genuinely qualifies as a place with strong magical energies.[/list] There's no less than three factors that would make a teleportation right before the pit a very bad idea, or something impossible to do. So, the 12-second operation was right out of question. Gandalf would have had to teleport to a close place, but one of which he has an accurate mental picture. Like that Minas Tirith city. Which is still far away enough for Sauron to organize defenses, and which would show him clearly the nature of the threat. So, for the same reason calling upon the eagle allies was a no-no, teleportation was also to be avoided. For all we know, Gandalf could has been able to teleport. But he never had an opportunity to use it wisely in all of the story. [/QUOTE]
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