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5

Go with it. Let it happen. Have them roll a will save (equal to say 15 + the number of pearls) and for every number under the DC they roll, that spell will cast at a random target. After all, the caster is recalling quite a few spells at once which is not something they can normally do, it should require a check and have consequences for failure. I'm ...


16

While I applaud the wizard's chutzpah... The Accidental Activation Rule Is Terrible I fully agree with KRyan and Ernir that ignoring the accidental activation text is the best way to go. It causes more problems than it solves. I'm of the opinion that it's included only so the DM can have hilarious situations occur at the tavern because the wizard forgot ...


8

No, the character can't activate more than one magic item per "spoken command word". The limitation comes from the action requirement. From the text you yourself quoted: Activating a command word magic item is a standard action and does not provoke attacks of opportunity. NB: Regardless of what kind of an action it is to speak the command word, the ...


5

I've once made a whole quest around a set, so the meaning of it (hence the cost/balance) was something else. The set was also partly a McGuffin: "The legend goes that only with the Light-Powered-Sword held with the Light-Powered-Gloves one may break the Wall-of-Shadow, all around the Lichs-Dark-Castle" KRyan pointed out something very nice about sets: In ...


11

The best design is to minimize the impact of “setness” Sets are a neat idea, but ultimately you run into real design problems if their full power depends much at all on having multiple items in the set. You want flavor and fun from the set bonuses more than you want power. Ideally, each item on its own is, or very nearly is, worth its cost, and ...


-1

something my gm just used on my party when we teleported in to check on a town aflame was a teleport trap in the area, instead of landing where we were aiming for we ended up underground deep with in the town itself in big metal boxes. you could do something similar where your players end up in another area of the room etc


0

The Castle Guide, one of the AD&Dv2 sourcebooks, discussed preventing travel spells using exotic materials. For example (off the top of my head since I can't remember the actual example), you could block teleportation into or out of a castle by using basilisk blood in the mortar. I'm not aware of any RAW for this in the later editions of D&D ...


3

As Matthew Najmon said the RAW don't really say. But lets just have fun with this anyway Lets say you want your armor to look like a winter outfit bang done, but then do you have the right to the properties of said outfit? Do to the RAW I would say NO you get no bonus properties because your "armor retains all its properties" insulation would be one of ...


7

Ambiguous. The RAW simply doesn't specify, so all you can do is get a ruling from the GM.


4

The wizard's cave could be a demiplane. With the Teleport spell, interplanar travel is impossible. This leaves the possibility to Plane Shift, but I don't suppose 10th level characters regularly prepare the spell, especially that it requires specific focus, not part of the components pouch. Also, I'd let the players know they enter another plane. For ...


0

Deus Ex Machina He simply can. You as the GM can make up anything you want if it helps advance your plot. If you want him to be able to block teleportation, then he can. Perhaps the chamber he is in permanently blocks teleportation in and out due to some ancient lost magic cast on it centuries ago. You let your imagination run wild here. 3.5 RAW Spell ...


44

Spells A fair number of spells prevent teleportation; a wizard will struggle to gain access to some of them, but the skill Use Magic Device and a wand or staff will solve that. The 4th-level Sor/Wiz spell dimensional anchor [abjur] (PH 221) for 1 min./level prevents 1 creature from using any extradimensional movement if a ranged touch attack succeeds ...


4

The hallow/unhallow spell comes with a one-year lasting effect the caster needs to choose from a list. Dimensional anchor is amongst the options, allowing the caster to block teleportation of everyone that's not of his own faith, as long as they stay inside the hallow/unhallow radius. Add physical barriers to avoid people just walking out of the area and you ...


10

Depending on how many can cast teleportation, all the party need to be touching to teleport away. One suggestion would be to have him divide the party as they enter the cave preventing them all from being within touch range of each other.


5

An NPC with vast resources should cover (almost) all of his warded area with Forbiddance. (Cleric 6). We can assume the wizard either has a cleric on staff or can hire one (either through services or money), and nothing says "go away" than random enemies taking 12d6 damage every couple hundred feet. Forbiddance's important sentence reads: Forbiddance ...


0

The general idea that you have is an interesting one, I would caution you to not make it too complicated for players. The point of getting a magic item creation feat is to make it easier to get just the right magic item that you want. If your component rules make it more difficult to craft a magic item than it is to buy it or commission it, then the player ...


4

You could borrow from an earlier edition of D&D. In AD&D 2e, to make magic items you had to first get the recipe, which was quite difficult (searching ancient tombs, tracking down a sage and convincing them to answer your questions) or you could research it if you were a Wizard or Priest. Then you'd have to find the materials, and then go through a ...


2

I would suggest trying the "Legendary Material" Variant that I created for my tables. It's simple, but need some criativity from part of the master and the players. It is a 3-step process, and it goes like this: Step 1: Research The players research a library, buy a scroll from a wanderer, found the schematichs in a stash. Somehow, they are handled a ...



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