BenBrown
First Post
Tzarevitch said:
Actually, the requirements are trivial for a wizard of that level. The xp cost is tiny and you can recoup the fairly measly gp cost by renting the teleporter to a merchant house that needs to transport goods to that location anyway.
The wizard can recoup his losses in gp and make a fortune in the long term with tolls for the telporter's use and it is cheaper and safer for the merchant to pay the toll and send his goods this way rather than risk overland or oversea trave. You just set up at least one more of these to return and you are in business.
Tzarevitch
This assumes a rather mercenary wizard. Wizards who get to that high level (at least NPCs) tend to be odd ducks and rather guarded about their power. Can't answer for PCs, but that kind of thinking is definitely modern.
Okay, so D&D doesn't even come close to actual medieval economics, but at 17th level, the wizard is probably going to be thinking about carving out a kingdom for himself, not treating with mere merchants. Plus, all it takes is one disaster before the whole damned teleport network is shunned and there are cries to tear it down.