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Teleport only at midnight?
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<blockquote data-quote="BiggusGeekus" data-source="post: 1698529" data-attributes="member: 1014"><p>World-wide. This is how <em>teleport</em> works as soon as you step foot on this aspect of the Prime Material. It's been this way for just under a thousand years in the game history. Quickie history version: nasty high-magic war occurs. Post-war, one of the few suriviving high level casters uses an epic level spell at great expense to himself to change the fabric of magic in order to make the world a saner place to live. </p><p></p><p></p><p></p><p></p><p>Hellhound beat me to it. The teleportees exist as magical energy with no concious knowledge of the time elapsed. They are appear at the destination unrested and unhealed. If by some krazy kooky event, the magical energy was disrupted or magic ceased to exist on the plane, they'd just drop back in at some random point between the starting point and the destination. Although technically, according to my description, they probably "should" instantly evaportate, but I'm not going to do that to my players ... or more importantly, my villians. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>The teleporting-to-avoid-aging angle is a nice twist. Assuming the wizard can cast 4 teleports, that would be 12 hours experienced for every four days elapsed or one year for every eight that go by. </p><p></p><p>I'd use the vacation on the moon idea, it would tie in nicely with the alignment concept, but I already wrote in all the stuff about travel beyond the world's atmosphere. In hindsight, I'd have been a lot better off using a Spelljammer-esque ether or phlogitson mega-atmosphere, but that horse already left the barn. Pity. It's a cool idea.</p></blockquote><p></p>
[QUOTE="BiggusGeekus, post: 1698529, member: 1014"] World-wide. This is how [i]teleport[/i] works as soon as you step foot on this aspect of the Prime Material. It's been this way for just under a thousand years in the game history. Quickie history version: nasty high-magic war occurs. Post-war, one of the few suriviving high level casters uses an epic level spell at great expense to himself to change the fabric of magic in order to make the world a saner place to live. Hellhound beat me to it. The teleportees exist as magical energy with no concious knowledge of the time elapsed. They are appear at the destination unrested and unhealed. If by some krazy kooky event, the magical energy was disrupted or magic ceased to exist on the plane, they'd just drop back in at some random point between the starting point and the destination. Although technically, according to my description, they probably "should" instantly evaportate, but I'm not going to do that to my players ... or more importantly, my villians. ;) The teleporting-to-avoid-aging angle is a nice twist. Assuming the wizard can cast 4 teleports, that would be 12 hours experienced for every four days elapsed or one year for every eight that go by. I'd use the vacation on the moon idea, it would tie in nicely with the alignment concept, but I already wrote in all the stuff about travel beyond the world's atmosphere. In hindsight, I'd have been a lot better off using a Spelljammer-esque ether or phlogitson mega-atmosphere, but that horse already left the barn. Pity. It's a cool idea. [/QUOTE]
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