schporto
First Post
Does anyone have rules to prevent/enhance teleportation magic?
Basically my issue is that were looking to go through some portion of war campaign. To me the whole teleportation magics would cause havoc to war. Therefore I think a large portion of the war effort would be in two or three magical devices.
1. A teleoportation shunt - A rod or standard in the ground that would shine like a beacon when a teleportation comes in range. Then delay that teleportation by a bit.
2. A teleportation deny - Again a rod in the ground that will block all teleportaiton magics. Anyone teleporting into that area fails.
3. Teleportation enhancers. A symbol on the ground that make teleporting into the area easier. Maybe bumping regular telport's familiarity with the area up a level.
ANy ideas/thoughts?
-cpd
Basically my issue is that were looking to go through some portion of war campaign. To me the whole teleportation magics would cause havoc to war. Therefore I think a large portion of the war effort would be in two or three magical devices.
1. A teleoportation shunt - A rod or standard in the ground that would shine like a beacon when a teleportation comes in range. Then delay that teleportation by a bit.
2. A teleportation deny - Again a rod in the ground that will block all teleportaiton magics. Anyone teleporting into that area fails.
3. Teleportation enhancers. A symbol on the ground that make teleporting into the area easier. Maybe bumping regular telport's familiarity with the area up a level.
ANy ideas/thoughts?
-cpd