![]() ![]() Want an item that deals "hellfire" damage, which is like fire damage except that it bypasses resistance/invulnerability to fire damage (except when it doesn't, because of reasons)? Just about every combat with fire-themed creatures is a debate. Want to play a cleric with the druid spell list (and pretend to be a druid generally, but with channels instead of an animal companion)? Almost certainly not a problem: while potent, not a lot of edge cases to worry about. Want your magic missiles to look like fireworks? No sweat. ![]() And, counterintuitively, large-scale changes are less messy than tweaks. My experiences on both sides of the screen are that anything more than cosmetic adjustments - especially to abilities that players can access - are fraught with weird interactions and unintended consequences that it's better to build a new thing that either stands next to or replaces the thing that would be tweaked. Such an assumption will really reward the PC wizard who has picked up the Keen Mind feat for perfect recall (though as you noted, unauthorized use of the system has its own consequences in the form of upset guards). ![]() If the sequences are long enough to be hard to memorize, they may feel like that is secure enough. But maybe they're a little more flexible than that, and will let a magically capable traveler see the sigils while casting the spell, but not copy them down. They may say that a traveler must pay a local mage to do it, since they don't want to reveal the sigils of the destination circle to an outsider. They might not let a stranger cast the spell to open the portal themselves. ![]() The records could be stored somewhere far from the town's permanent circle, but it might make sense for the same organization to be responsible for securing the records and for defending the town against teleporting invaders.Īnother question is how secretive the "teleportation guild" (or whatever you call the people maintaining the circles) will be about the sigils. You depart from the municipal teleportation circle simply because that's where you need to go to get access to the records that help you find your destination. When a traveler shows up and tells them where they want to go, a clerk can look up the sigils for the destination circle in their records. Or you may simply want to add an extra responsibility to your municipal service, that they keep a record of all the sigils representing all the other teleportation circles in the network. If you want circle to circle travel to be part of your world, you could give them a reason (with houserules, like I mentioned above). So there's no established reason that a spellcaster would need to use a permanent circle when departing a location. shorter casting time) or less expensive (fewer consumed material components), but that's not in the spell's rules as written. You might change that with a house rule, so that teleporting out is simpler (e.g. The only benefit of permanence is that a permanent circle has a sigil sequence that serves as its address to teleport in to. The rules for Teleportation Circles doesn't give any benefit of teleporting out from a permanent circle. ![]()
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