Need spell to prevent teleport

TYPO5478 said:
Actually, I think shilsen's unhallow/dimensional anchor combo sounds best. You may need several castings, but it'll get the job done.

Heh.. I didn't see that post until you mentioned it.. YES! Very much yes! The tower is actually big enough to fit one Unhallow spell. The wizard in question is CN.. can he program it to only allow CN creatures to teleport out of it?
 

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Trellian said:
Yeah, I know, with an extremely small radius. Unless it's a small room, or something else hinders the caster, it's no trouble for him to simply walk 25 feet and teleport away.

So cast it and make it Permanent.

Or you could be sneaky: create carpets (or whatever) of Dimensional Anchor. If you want to Teleport, you've got to teleport to and from the room without a carpet.
 


Trellian said:
The wizard in question is CN.. can he program it to only allow CN creatures to teleport out of it?
"You may designate whether the effect applies to all creatures, creatures that share your faith or alignment, or creatures that adhere to another faith or alignment."

I'd have to say yes, that's exactly how it'd work.
 

Forbiddance (6th level cleric spell) stops all teleporting and summoning in the area, as well as damaging those of the wrong alignment. A spell includes a password which may, according to your interpretation, allow the tower's owner to teleport freely.
 

Doug McCrae said:
Forbiddance (6th level cleric spell) stops all teleporting and summoning in the area, as well as damaging those of the wrong alignment. A spell includes a password which may, according to your interpretation, allow the tower's owner to teleport freely.
WOW that is a good spell.

My interpretation is that the password only allows the damage to be avoided, but still - wow.
 

I use this sort of thing in my campaign all the time- though I never detailed the specific spell.

The party uses teleport rather freely, which works well since it is a continent spanning story. The characters know that certain buildings are warded against teleportation, such as churches, palaces and the like. It seems to make sense that a society that has developed teleportation would have a created a counter to keep folks out.

In prievious campaigns, I've also used a spell that yanks people who use teleport nearby back into "reality." As an example, anyone who uses teleport (arrival or departure) within 100 miles gets deposited in front of the dragons lair.
 

I believe the Book of Eldritch Might had a spell called Redirect Teleport(ation)? Don't remember the exact source, but something like that could work too. Sorry I don't have details though.
 

evilbob said:
WOW that is a good spell.

My interpretation is that the password only allows the damage to be avoided, but still - wow.

Yes, a very good spell for doing what the OP wanted.

And if you're willing to flex a bit of creative DM powers, you can say someone has researched Lesser Forbiddence, that doesn't do any damage but still locks out teleportation. And is maybe even a bit cheaper.
 

Loincloth of Armour said:
Yes, a very good spell for doing what the OP wanted.

And if you're willing to flex a bit of creative DM powers, you can say someone has researched Lesser Forbiddence, that doesn't do any damage but still locks out teleportation. And is maybe even a bit cheaper.

Not a bad idea at all. I want the characters to walk into the tower unsuspectingly (well, as suspectingly as players act around NPC wizard towers anyway), but when things turn sour inside the tower, they can't escape! So the damage needs to go.

Are Forbiddance and Unhallow effects that can be detected with a Spellcraft check upon entering?

Heh.. I'm already looking forward to tomorrows game.. the NPC wizard controls an iron golem as his bodyguard, and the players consist of a wizard, a sorcerer, a monk/sorcerer, an archer-ranger and maybe a cleric. I'll bet the Iron Golem will be _very_ difficult to deal with.

The story behind it all is that the PCs have retrieved an artifact for the NPC wizard - called the Elixir (detailed in the Shining South sourcebook) - which causes random effects every time someone drinks from it. Most often harmful, but it can yield some great benefits as well. The wizard wants to catalogue its effects, and the PCs are prime candidates. I have implemented a lot of traps (mainly pitfalls) to separate the PCs, but they will only be activated after the PCs have reached the "end" of the tower. Nobody thinks that there will only be traps on their way out...

"Please.. just drink of it once.. THEN I'll let you out of my tower..."
 

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