Timeline for Can characters travel between permanent teleportation circles?
Current License: CC BY-SA 4.0
6 events
when toggle format | what | by | license | comment | |
---|---|---|---|---|---|
Mar 17, 2021 at 18:57 | comment | added | Omortis | Cool. I have never read any of the Eberron setting materials. Checking it out. | |
Mar 17, 2021 at 18:33 | comment | added | CTWind | With the talk of your listed houserules/municipal services, I think that's in line with what Keith Baker talks about with Eberron's magic item production, where House Cannith can produce magic items more cheaply/quickly than the standard rules because they have dedicated facilities towards it. Saying that a teleportation guild has dedicated areas for 'outbound' travel that maybe have some parts of the teleportation circle preparation magically permanently in place for reduced components/cast time is a good fit. | |
Mar 17, 2021 at 18:25 | comment | added | Omortis | By the way - thanks for "teleportation guild" as well. That's got legs. I was thinking of having the circles "run" by city-paid mages but a guild presents some cool story ideas. | |
Mar 17, 2021 at 17:50 | comment | added | Omortis | @Blckknght you hit all the story points. Most cities are (will be) very secretive about their circle sigils and they will change on occasion. In most cities access to the circles themselves will be difficult and expensive. At dead or abandoned sites with circles the story will define what happens. Still working on it and thanks for the feedback! | |
Mar 16, 2021 at 21:49 | comment | added | Jack | You might want to mention that the spell description includes, "you can commit a new sigil sequence to memory after studying it for 1 minute", so if the "teleportation guild" is trying to keep it a secret, they have to keep people from studying the sigils. And then there's scrying . . . . | |
Mar 16, 2021 at 16:41 | history | answered | Blckknght | CC BY-SA 4.0 |