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Let's ban Teleport!
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<blockquote data-quote="Silverglass" data-source="post: 1688168" data-attributes="member: 14071"><p>Two options that have been widely used in campaigns I've been involved in (as a DM or Player) is that Scrying does not give a clear enough mental picture for accurate teleportation, it always counts as "Viewed Once" and Greater Teleport uses the same table as Teleport but it any result other than On Target causes you to reappear at your stating location.</p><p></p><p>The other major change is that the spells become Rituals with their cast time increased to 1 hour and needing a magic circle drawn at the departure point. This leaves their use as Transport spells but absolutely removes any combat/savepoint uses. We have also occasionally raised the levels to 7th and 9th respectively.</p><p></p><p>There is also a 5th level spell in our campaigns called Object Field that covers a reasonable area (and is permanent if cast 9 times consecutively) which acts by making the area count as a False Destination by changing the signature that the caster locks on to. It does not however block teleportation out or any planar travel unless this also uses visualisation of the target area. This spell is widely utilised by NPCs and PC's and means that attempts to Teleport into guarded locations usually leave you somewhat damaged and a variable distance away. This removes the use of Teleport as an attack spell (which is still possible with a long cast time). Special Alchemical materials also exist that block magical transport and are used in construction.</p><p></p><p>I don't think its consistent to have creatures that can teleport using (sp) or (su) abilities but disallow the spells themselves. If this sort of magic can do something then it should be possible to research a spell to do the same thing.</p></blockquote><p></p>
[QUOTE="Silverglass, post: 1688168, member: 14071"] Two options that have been widely used in campaigns I've been involved in (as a DM or Player) is that Scrying does not give a clear enough mental picture for accurate teleportation, it always counts as "Viewed Once" and Greater Teleport uses the same table as Teleport but it any result other than On Target causes you to reappear at your stating location. The other major change is that the spells become Rituals with their cast time increased to 1 hour and needing a magic circle drawn at the departure point. This leaves their use as Transport spells but absolutely removes any combat/savepoint uses. We have also occasionally raised the levels to 7th and 9th respectively. There is also a 5th level spell in our campaigns called Object Field that covers a reasonable area (and is permanent if cast 9 times consecutively) which acts by making the area count as a False Destination by changing the signature that the caster locks on to. It does not however block teleportation out or any planar travel unless this also uses visualisation of the target area. This spell is widely utilised by NPCs and PC's and means that attempts to Teleport into guarded locations usually leave you somewhat damaged and a variable distance away. This removes the use of Teleport as an attack spell (which is still possible with a long cast time). Special Alchemical materials also exist that block magical transport and are used in construction. I don't think its consistent to have creatures that can teleport using (sp) or (su) abilities but disallow the spells themselves. If this sort of magic can do something then it should be possible to research a spell to do the same thing. [/QUOTE]
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