Need spell to prevent teleport

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

Actually, I really like this idea. Perhaps the wizard discovered this phenomenon and chose the site for his tower/stronghold. Or perhaps the phenomenon is the result of magical experimentation gone bad.
 

log in or register to remove this ad

I do want to chime in and agree that with the extreme danger that teleportation presents to all people in power, there should indeed have been much time and gold invested over the ages in ways to block, subvert, and control it. This is one of those things that may not be so much in the core rules because heroes won't use it in combat, but the world would have to have.

I believe that the Stronghold Builder's Guide (which I don't own) may have had rules for making part of a structure blocked to teleport, and would be interested to hear if someone owned that book and could comment on any expansions they may have made there.
 

Greybar said:
I believe that the Stronghold Builder's Guide (which I don't own) may have had rules for making part of a structure blocked to teleport, and would be interested to hear if someone owned that book and could comment on any expansions they may have made there.

Not directly, no. They cover things like trapping summoned/gated creatures in specific areas, but nothing that just blocks teleportation. I know how to calculate costs for blocking teleportation via the epic spell seed Mythal, but that's a little pricey. :)
 


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.
Eh, with luck, this philosophy of "use the system framework to build everything" will be dead and buried by the time 4E comes along.
 

borc killerThere 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?



it's called a weirdstone cost 250,000 is not a artafact has a 6 mile radius and is in the players guide to fearun

P.S. in you want the bad guy to live go with unhallow other wise he's stuck there with pissed off PC. Also if your players are smart they'll just dispell first then teleport
 

I ran across another idea for the OP in the new Expedition to Undermountain book that may not necessarily work best for the wizard, but is still a neat solution. They have a "teleport cage" spell, or something along those lines, that negates teleportation within a very large area. It might be worth thumbing through the book to find out more about it.
 

I think it's pretty clear from the wording of Forbiddance that a password only prevents damage; it doesn't allow people to teleport.
 

Trellian said:
I am in need of a spell (primarily one that can be done permanent), that prevents teleportation. I'm sending my players to a wizard's castle, and since the wizard in the party always rely on teleportation to get the group out of trouble, I'm feeling a little nasty. I'm looking for a spell effect that can be placed over the entire tower, except from a designated spot where the wizard who owns the tower can teleport from.

Any ideas?


Divert Teleport

Psychoportation (Teleportation)
Level: Psion/wilder 7
Display: Visual
Manifesting Time: 1 immediate action; see text
Range: Medium (100 ft. + 10 ft./level)
Area: A circle, centered on you, with a radius of 50 ft. + 10 ft./level
Effect: Diverts the teleportation of any object or creature whose weight does not exceed your maximum load
Duration: 10 min./level (D)
Saving Throw: Will negates (foils diversion)
Power Resistance: Yes (foils diversion)
Power Points: 13

Similar to detect teleportation, except that you know the intended destination, and you can divert the final destination of any teleportation attempt made by others within the area. This is an immediate action, like manifesting a quickened power, and counts toward the limit of one quickened power per round. You can manifest this power even if it is not your turn.

You can divert the destination of both incoming and outgoing teleportations, psionic and magical. You must overcome the power resistance of creatures that possess it to make a successful diversion, and the teleporting creature can make a Will save to foil the diversion as well.

For the purpose of this power, “divert” means you choose the actual destination of any teleportation attempt you can affect, as if you yourself were teleporting to that location, regardless of the teleportation range of the effect you are diverting. The destination you choose must be a location with which you are very familiar or that you have studied carefully.



It's psionic, but a high level mage may have created a magic equivalent. It should be sufficiently nasty, redirecting a teleport into a room with all the goodies mentioned earier, and a very pissed off imprisoned critter to boot. :]

The Will save may be problematic, but there may be ways around that as well.
 
Last edited:

An idea that will need more work, but if you're up for it...


Instead of finding a way to negate the teleport find or create creatures that teleport with you. They tag along with the spell if they are in a given range. Even if the players kill the tag alongs, your wizard can scry his soldiers (or their bodies) find the characters, and plan accordingly.
 

Remove ads

Top