Player's Handbook said:You create a circle on the floor or other horizontal surface that teleports, as teleport without error, any creature who stands on it to a designated spot. Once you designate the destination for the circle, you can't change it. The spell fails if you attempt to set the circle to teleport creatures into a solid object, to a place with which you are not familiar and have no clear description, or to another plane.
Player's Handbook said:Target: You and touched objects or touched willing creatures weighing up to 50 lb./level
The price of renting the use of a permanent circle is totally up in the air. Yes, teleportation circles do have a hefty fixed cost to establish, but once established, there's basically no inherent variable cost of use. Thus, rental prices could be anywhere from very high to very low, depending entirely on the creator's desire to promote or suppress its usage. There's no INHERENT cost to using an establish permanent teleport circle. It's even cheaper than using a telephone, since phone lines ALSO have large fixed costs to establishment, but there's SOME maintenance and upkeep to paid. Teleportation circles have no real maintenance of any kind. A "permanent" circle seems to remove the concept of a pounds-per-level limit, aside from establishing a maximum mass for any single discrete object. Thus, a teleportation circle can be treated as having a bandwidth, rather than a maximum weight limitation, aside from teleportation of massive discrete objects, where the bandwidth is equal to the most massive objects possible divided by the amount of time it takes to shove such an object from the outside of the circle to the inside, and then clear the destination of that object.Gez said:So, we're left with a 50 lb./level limit on creature and goods transported. Given the price of buying a teleportation spell (and the price of renting the use of a permanent circle), that option would be good for VIP, or for very luxurious products like rare spices, and that's about all.
That's generously assuming that wizards are nice people concerned about the economic well-being of the populace. Given that the dominant race of most worlds, humans, are neutral, that suggests that "good" concerns like this are probably a minority view, and I doubt a powerful figure like a level 17+ wizard is going to be easily intimidated into not doing this.s/LaSH said:There's absolutely no good reason the wizard wouldn't look at the situation and go, "Hey, that'd put 95% of your haulers and caravan guards out of business, thus wrecking the economy. No deal."
They had the technology to build energy weapons? I don't think the hypothetical solar reflector death ray for toasting incoming ships really counts. That was never advanced beyond conjecture.The ancient Greeks kept slaves. They also had the brains and technology to build energy weapons, and could quite easily have had an industrial revolution, but they took the same view: "Hey, we build a machine that does the work of 10 slaves, what do we do with the slaves?" They quite purposefully didn't advance technology for economic purposes.
Doubtful. I think that, like much of everything else, the first innovation of a teleport network would come from military usage. The military would first use such a technology for transporting reinforcement troops and logistical resupply. In the real world, most technology generally originates with military application: Radar, computers, explosives...even the Greek "death ray" was originally thought of as a military application.It's far more likely that the innovation of a teleport network would arrive from some other source. The wizards wouldn't make commercial circles, they'd make diplomatic circles for quick communication between kings or nobles (or, initially, archmagi). Within the year, privileges would be acquired - certain super-rare items would be transported through the network, maybe once a week, by favoured merchants. Pepper or mithril fits the bill. That's how it would stay for a while, but the use of the circles would increase over time until it reached capacity, allowing the economy to adapt over the years.
Saeviomagy said:For 170 minutes, you can ferry through 1 mule a round, carrying 690 pounds of goods.
Lets trade something normal. Like... salt. 5gp a pound.
That's 3450gp on each mule (you can afford to put them at heavy load, because they're only taking a few steps.
170 minutes * 10 rounds *3450gp of goods = 5865000gp per circle.
Assuming no more than a 1% difference in price from end to end, that's 58650gp per casting of the spell. Your investment is 1700*8cp+1000gp+2cp (cost of drivers, 1 per 10 mules) = 1136.02gp per circle.
Doc_Klueless said:I just had a thought. Wouldn't it be possible for a 17th-level mage to research a spell that steals life (read: xp) from a secondary source (read: other people) by then? Is there a spell like this already? Sure it would be decided evil, but it would theoretically be possible.
Hmmm, I'm going to have to explore this further. Be a good hook for a quest/adventure for the PCs.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.