Porting of the Tele kind

I used several things:

First of all: teleporting was always hazardous in the sense you took a risk. I ruled that by teleporting you essentially travel through the deep etherial as a shortcut. There was always a %chance for a random encounter of someone snagging the PC's underway. (Manual of the Planes 1st Ed for inspiration)

Secondly: %failure to arrive at the right place (for regular teleport spells) which becomes worse depending upon the stress/duress under which the teleport spell is used (i.e. when fleeing from a fight, it is harder) in my campaigns.

Thirdly: several mineral and alchemical substances exist which block and/or interfere with teleportation. Some may exist naturally in the ground, in some dungeons alchemically laced mortar may have been used to prevent teleportation into them (and out of them) etc. With the coming of 2nd Ed/Godswar FR stuff, even magic dead or wild magic area's may interfere with teleportation spells in such a way you end up in completely inforseen areas.

And last but not least. There are many 5th level spells very useful/important to use to overcome obstacles, and only so many spell slots for the PC. The use of teleportation for a quick in/out trip wastes two such spellslots severly weakening the arsenal of the wizard in combats/obstables to come. PC's thus must make sure it is worth it.
 

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