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What high-level spells could warp society?
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<blockquote data-quote="kigmatzomat" data-source="post: 9553960" data-attributes="member: 9254"><p>Tippyverse doesn't apply as as such because 5e teleportation is much weaker than in 3e. A permanent 3e teleport circle did not require a caster present nor spell slots to operate so it was essentially a permanent worm hole. </p><p></p><p>Meanwhile in 5e land, ten 20th level wizards can, at most, keep a teleport circle open for 11 minutes a day, and that includes using Arcane Recovery. And unlike 3e where circles can be made permanent in just a few minutes, in 5e it requires a year of work.</p><p></p><p>I don't think 5e has the same "infinite spell magic traps" that were a thing in 3e that acted as the tippyverse replicators.</p><p></p><p>5e Glyphs of Warding do provide some ways for 5e casters to "save spells for a rainy day" but they are essentially charged items.</p><p></p><p>I personally hold that even in 5e where circles are destination points, they should only exist juuuuust outside the official borders of a state, where a ton of defenses are aimed. If enemies appear there it's not awesome, but not the worst thing. Goods and troops can be teleported from anywhere in the heartland to the borders, creating some economic and military benefit while limiting incursions.</p></blockquote><p></p>
[QUOTE="kigmatzomat, post: 9553960, member: 9254"] Tippyverse doesn't apply as as such because 5e teleportation is much weaker than in 3e. A permanent 3e teleport circle did not require a caster present nor spell slots to operate so it was essentially a permanent worm hole. Meanwhile in 5e land, ten 20th level wizards can, at most, keep a teleport circle open for 11 minutes a day, and that includes using Arcane Recovery. And unlike 3e where circles can be made permanent in just a few minutes, in 5e it requires a year of work. I don't think 5e has the same "infinite spell magic traps" that were a thing in 3e that acted as the tippyverse replicators. 5e Glyphs of Warding do provide some ways for 5e casters to "save spells for a rainy day" but they are essentially charged items. I personally hold that even in 5e where circles are destination points, they should only exist juuuuust outside the official borders of a state, where a ton of defenses are aimed. If enemies appear there it's not awesome, but not the worst thing. Goods and troops can be teleported from anywhere in the heartland to the borders, creating some economic and military benefit while limiting incursions. [/QUOTE]
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