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Post by maeglhachel on Oct 29, 2010 3:23:41 GMT -5
Hi all,
if you'd have to imagine an area that's warded against teleport ... how would you picture this working? And then: How would you think this ward could be circumvented? Is there a precedent in the literature somewhere?
I was thinking, the ward would kinda keep you from homing in on the area, so you would try to teleport there and maybe end up somewhere close, but not quite there. Like making it really hard (or impossible) to focus on the real target. But maybe there would be ways to make it possible to focus there, again, e. g. by taking something to the place physically first, or something along those lines.
Thoughts, suggestions? TIA
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Post by Aodhan the Unusual on Oct 29, 2010 5:07:25 GMT -5
Munroe is the one that knows the best about it. There's a couple of ways to prevent teleportation to and from a place. High Horn has such protection.
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Post by iangallowglas on Oct 29, 2010 7:46:38 GMT -5
From PnP 3.0 you could have a cleric cast the Hallow Spell (5th level) on the site (10ft. per level radius) and tie a Dimensional Anchor Spell (4th level) to the Hallow Spell. This would make it impossible to teleport into or away from the area under the Hallow Spell. The spell lasts for one year.
From PnP 3.5 you could have a sor/wiz cast a Dimensional Lock Spell (8th level) on the area (20 ft. radius) which would block teleporting but only for one day per level of the caster and in a much small area.
You could still teleport right next to the proscribed areas.
I'm sure Munroe knows other ways as well.
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Post by elvishnation on Oct 29, 2010 10:26:53 GMT -5
Munroe is the one that knows the best about it. There's a couple of ways to prevent teleportation to and from a place. High Horn has such protection. Was it fixed that you can't teleport from high horn, or is it supposed to not work one way only?
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Post by Munroe on Oct 29, 2010 16:38:21 GMT -5
You really shouldn't be able to teleport from or into High Horn under the effects of a Teleport Cage. Teleport Cage does allow for permanent portals to work though. However, I don't think it's ever been scripted so you can't teleport out.
Teleport Cage is a spell that appears in City of Splendors: Waterdeep and again in Expedition to Undermountain.
Basically, anyone trying to teleport into or out of a Teleport Cage has a 100% chance of misteleport. The teleport attempt succeeds but sends the person attempting to leave the cage to somewhere else inside the cage. For someone trying to teleport into the cage, the spell sends the person somewhere else outside of the cage. Teleport Cages whose edges overlap combine to form larger teleport cages.
I'll post the details momentarily.
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Post by Munroe on Oct 29, 2010 16:55:47 GMT -5
City of Splendors: Waterdeep, page 155:
The spell reappears in Expedition to Undermountain but functions the same. The wording is changed slightly but the functioning is not.
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Post by maeglhachel on Oct 29, 2010 17:00:25 GMT -5
Wow ... a spell with NO countermeasure ... hmm ... OK, thanks ... will have to think again.
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Post by soulfien on Oct 29, 2010 21:44:50 GMT -5
so does this mean that not even War Wizards could teleport to High Horn?
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Post by Lady Frost on Oct 30, 2010 1:56:37 GMT -5
so does this mean that not even War Wizards could teleport to High Horn? It sounds like they would not be able to teleport but they could have a portal setup to go back and forth.
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Post by Munroe on Oct 30, 2010 3:59:23 GMT -5
so does this mean that not even War Wizards could teleport to High Horn? Two words: Keyed portal. Entori may remember when he tried to teleport to High Horn during the Silver Rush that he ended up on top of a random mountain.
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Post by probablyamage on Oct 30, 2010 8:20:13 GMT -5
Ten cubic feet per level? Teleport 300 feet above Highhorn and you should be fine so long as you have a flight spell or featherfall.
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Post by Micteu on Oct 30, 2010 11:03:38 GMT -5
Ten cubic feet per level? Teleport 300 feet above Highhorn and you should be fine so long as you have a flight spell or featherfall. That's 1000 cubic feet per level, actually. However, you're right. Even at level 40, that's only 40,000 cubic feet. That could cover an area 200 x 200 x 1 feet (which isn't possible due to the minimum being ten feet on a side, so 50 x 80 x 10 is more accurate), which really isn't very impressive. Then again, multiples of these spells could be cast, but each one would cost another 1000 gp.
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Post by EDM Entori on Oct 30, 2010 11:48:32 GMT -5
so does this mean that not even War Wizards could teleport to High Horn? Two words: Keyed portal. Entori may remember when he tried to teleport to High Horn during the Silver Rush that he ended up on top of a random mountain. yup
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