Left-handed Hummingbird said:
I agree that it would be hard to find a 17th level caster to cast this spell just for your pleasure (and gold), but I think it is beside the point as these teleportation circles in all probablility are already in place. Most cities in a kingdom would be interconnected by teleportation circles, as they would ease defence, trading and information sharing.
Thus, the costs have already been payed, and every income is pure profit and thus the price is immensely lower - possibly non-existant if the adventurers are on a mission for the circle's owner.
This is very much like how I see the situation in my own 'version' of FR. There are the
Portals (basicaly the same idea, they're just 'items'/structures/gates) already mentioned in the FRCS and/or Magic of Faerun, and then there are no doubt quite a few
Permanent type
Teleportation Circles linking various locations. Examples of those would be allied Wizards, or even Merchant Guilds (especially low-bulk/High-value types, ie: Gems/Jewelry).
These secret links would doubtlessly be kept hidden and/or disguised for security reasons, likely in a secret/secured room, with some form of masking magic to prevent Scrying. If few know of thier exsistance you need not pay small armies to guard both ends and thus keep your up-keep costs down (as was already mentioned). It's my midevil version of a military-style air-lift, too exspensive to maintain for general public use, and they keep it secret so as to avoid needing exspensive security measures.
As to the arguement that someone presented: Where it'd be cheaper in the long-run to build a
Portal (to use the FR nomenclature) between two cities, as opposed to guarding caravans/shipping through monster-infested trade routes, how long a term are we talking? It could easily cost
hundreds of thousands of Gold to establish a pair of
Portals, as well as establishing a reasonable sort of protective scheme (both magical and mundane). For the same expendature you could pay guards, or even pay the 'monsters' tribute, to safe-guard your goods. There's even the option of funding an Adventuring Group or two to clear out the area. This would be cheaper
and would provide the benefit of opening up new lands for settlement. This would help in creating an even larger market for your goods traveling through the area, not to mention the possibility of generating 'good press' for whomever rid the world of monsters.
I can't think of the spell off-hand, but there's the one (I believe in FRCS or MoF) that is something of a magic 'sponge', waiting untill spells are cast in the area it covers, and when a certain level of magic is absorbed it sets-off a spell chozen when the original 'trap' was set. Couldn't something like this be cast with the intention of disrupting/destroying anyone attempting to
Dispel the protected
Portal? I don't remember the limit of the spell you can 'set', but if possible a
Wall of Force around the
Portal itself would probably provide enough of a delay to allow some sort of responce to the attack. If this isn't viable I'm sure that the more clever of you readers could come up with something far more devious, I have faith
Hatchling Dragon