Need spell to prevent teleport

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

I have a True Ritual in my Scarred Lands campaign that blocks scrying and teleportation within it's area. It takes multiple mid- to high- level casters, costs gold and XP, but it's the excuse why kings and high priests don't have people 'porting in and offing them all the time.
 

log in or register to remove this ad

There is a magic item in a Forgotten Realms supplement that blocks teleporting (and I think some other things) for a HUGE radius. Like a mile or more. I can’t recall the name nor the supplement name but it was a round floating disk-like object…

Anyone remember what this was?
 



There's a big psionic crystal ("crystal anchor") which manifests brain lock on anyone manifesting (or casting) powers (or spells) of a particular discipline (or school) or descriptor.

24,000 gp to target anyone within 30 ft. using a (Teleport) effect. Yeah. That's the ticket.

Cheers, -- N
 

Have you considered making it a natural phenomenon? Makes sense to build a castle in a place that scrambles or impedes teleportation.
 

If you're the DM, why do you need a spell to do this?

Wizard: I cast Teleport.
You: As you intone the final syllables of the spell, you choke on your words. The spell fails.
Wizard: I roll a spellcraft check for 58.
You: A strong magical effect is preventing you from teleporting in this area.
Wizard: Knowledge: Arcana roll for 45.
You: The college of Umbral Arcanists discovered a ritual for preventing teleportation within an area 328 years ago. They teach the ritual only to their most loyal and trusted members.
 

Hella_Tellah said:
If you're the DM, why do you need a spell to do this?
Because it's more elegant to use existing rules than to make things up. For a certain type of player, the former will get you grudging thumbs up, while the latter gets you called a railroading DM.
 

FireLance said:
Because it's more elegant to use existing rules than to make things up. For a certain type of player, the former will get you grudging thumbs up, while the latter gets you called a railroading DM.

Not just more elegant. If you use existing rules then the players can both know that they can do the same thing if the really want to (good) and can try to use other existing rules to find a way to defeat it (also good). A handwaved ritual leaves the players at the mercy of what the DM allows. If you can make it an alignment triggered Unhallow supported Dimension Anchor then the players try those crazy plans we all love, like buying a bunch of Misdirection scrolls and hiring a CN assistant so they can all spoof their alignments off him and get past the warding.
 

mikebr99 said:
I here there's one that noone is using just a little east of Shadowdale.

Yes, there is, I think. In fact, a player in one of my games took it. :D Actually, they didn't take that one. They took a mythallar from a recently discovered old dwarven redoubt, a quarter mile before the surface.

mikebr99 said:
good to see you back kr.

Thank you, sir. I've been busy. :)
 

Remove ads

Top