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World Building Magic, Magic Items, The DMG, and joined up thinking.
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<blockquote data-quote="UngainlyTitan" data-source="post: 8549072" data-attributes="member: 28487"><p>One of the things I loved initially, when I first read through the 5e PHB was some of the world building in some of the spells. Things like casting Teleportation Circle for a Year and a Day to get a permanent circle, similarly for Mordenkainen's Private Sanctum and other spells. There are some that I feel are underwhelming, like Demiplane.</p><p></p><p>But I still really love the basic idea, however, in practice, they are impracticable for the PC's. If you are trying to stop the Apocalypse, taking a year out, or retiring your ninth level mage to create a permanent teleport circle, is not a particularly attractive option.</p><p></p><p>It does not also make sense when one looks at other rules for the DM, like for scroll creation and magic items. For instance:</p><p>A scroll of Teleportation Circle (per Xanathar's) is 5k gp and 4 weeks work and a Helm of Teleportation take 10 weeks and 2k gp to make. Contrast that with the year needed for the Teleportation Circle and the cost of more than 18k gp.</p><p></p><p>What this tell me is:</p><p>That the developers never thought about this holistically, and probably do not use these rules in their home games.</p><p>That either scrolls are over priced or permanent magic items are under priced.</p><p>And that it would be better to make a magic item that casts Teleport Circle once per day on touch, fix it to a pillar and pay a peasant a couple of gold pieces once per day (on completion) to touch the item to get a permanent circle than hanging about oneself and spending 18k on the cost.</p><p></p><p>So I would like a forth coming DMG to address this. I like world building magic but I think DMs would do with more guidance as to how to incorporate it in to the campaign (what level is it appropriate to allow the players access to a permanent teleportation circle, for instance).</p><p></p><p>So what do you folks think? Do you like these kind of spells? would you like to see more useful way of making that aspect of them useful to player?</p><p></p><p><strong>EDIT:</strong></p><p>I obviously failed to communicate my point. </p><p>I really do not want an argument about travel time or Teleport Circle on its own but:</p><p>I have an issue that this element of the spells; they are more expensive that an equivalent magic item, in both time and money.</p><p>So I would prefer if they competitive with magic items in time and expense because I think using the spells that way is more flavoursome.</p></blockquote><p></p>
[QUOTE="UngainlyTitan, post: 8549072, member: 28487"] One of the things I loved initially, when I first read through the 5e PHB was some of the world building in some of the spells. Things like casting Teleportation Circle for a Year and a Day to get a permanent circle, similarly for Mordenkainen's Private Sanctum and other spells. There are some that I feel are underwhelming, like Demiplane. But I still really love the basic idea, however, in practice, they are impracticable for the PC's. If you are trying to stop the Apocalypse, taking a year out, or retiring your ninth level mage to create a permanent teleport circle, is not a particularly attractive option. It does not also make sense when one looks at other rules for the DM, like for scroll creation and magic items. For instance: A scroll of Teleportation Circle (per Xanathar's) is 5k gp and 4 weeks work and a Helm of Teleportation take 10 weeks and 2k gp to make. Contrast that with the year needed for the Teleportation Circle and the cost of more than 18k gp. What this tell me is: That the developers never thought about this holistically, and probably do not use these rules in their home games. That either scrolls are over priced or permanent magic items are under priced. And that it would be better to make a magic item that casts Teleport Circle once per day on touch, fix it to a pillar and pay a peasant a couple of gold pieces once per day (on completion) to touch the item to get a permanent circle than hanging about oneself and spending 18k on the cost. So I would like a forth coming DMG to address this. I like world building magic but I think DMs would do with more guidance as to how to incorporate it in to the campaign (what level is it appropriate to allow the players access to a permanent teleportation circle, for instance). So what do you folks think? Do you like these kind of spells? would you like to see more useful way of making that aspect of them useful to player? [B]EDIT:[/B] I obviously failed to communicate my point. I really do not want an argument about travel time or Teleport Circle on its own but: I have an issue that this element of the spells; they are more expensive that an equivalent magic item, in both time and money. So I would prefer if they competitive with magic items in time and expense because I think using the spells that way is more flavoursome. [/QUOTE]
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