D&D 5E Preventing Teleportation

One of the best things 13th Age did was their treatment of Dimension Door and Teleport. Dimension Door is a 5th level spell. Teleport is a 9th level spell and affects the whole party. No other economy-and-tactics destroying sacred-cow conjuration nonsense is baked into the system by default, hence no need to implement extensive countermeasures. :P

In my own games, I alter Teleportation Circle and Teleport. Teleportation Circles require more expensive material components on both ends to operate, an burn themselves out on activation, needing to be restored. They are completely inefficient for their cost outside of dire emergencies. In my game Teleport can only be cast as a ritual and it is not subtle. The entire time the ritual is going on the destination area is afflicted with an obvious magical storm and visible manifestation of space/time/reality being torn asunder. The words "surprise" and "teleport" don't go in the same sentence. If you want instantaneous transmission from one place to the other all of the sudden you can use Dimension Door. :P

If you want to just enact counter-measures you could introduce a magical item or ritual that creates a ward against teleportation that's nigh-fatal and make it well-known. Wizards know better than the pop in announced where they are not welcome, lest they immediately reappear in their original location minus their epidermis.

The most important thing, however, is that these things are known before players start taking these spells or developing these tactics.
 
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Ok I've found exactly what I'm looking for Mordenkainen's Private Sanctum, 4th level inexpensive and one of the effects that can be chosen is to prevent teleporting into or out of the area also if cast every day for a year it becomes permanent. Cast at higher levels increases the area of effect.
 

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