Posted on : 17-12-2010 | By : Brian | In : Advice, D&D, House Rules
It’s no secret that 4th Edition D&D has a lot of powers available for PCs. Many of these powers do extraordinary things, such as creating fire, transforming people from one thing to another, or teleporting a person instantaneously. In any game, it pays to think about how the existence of certain powers or types of powers might affect the world at large; how might laws change, for example, if people are capable of hurling fireballs and summoning lightning bolts?
This particular post is going to focus on teleportation. In D&D, most teleportation powers are the purview of either PCs (who do not represent the norm in a D&D world), or powerful monsters (again, not the norm). This makes teleportation, at large, relatively rare. However, there is one form of teleportation that is much more common: namely, every eladrin in the world is capable of fey stepping multiple times per day.
What happens, then, when an eladrin must be incarcerated? Since he could just teleport out of the cell and escape (or even out of his manacles before he’s put in the cell), some sort of safeguard must be in place. In the world of Eberron, there is a working class of minor mages known as magewrights. These magewrights light magical lanterns, create minor magical goods, and so forth. Perhaps this concept makes sense in any D&D world that includes a sizeable number of eladrin, if only so that jails, banks, jewelry stores, and so forth can be warded against teleportation on a regular basis. Another possiblity is that, perhaps, there are magically treated manacles that prevent the wearer from teleporting.
Terrain Effect: Teleportation Ward
A teleportation ward is usually used to protect a room filled with valuable or dangerous goods, the room of an important individual, or a jail cell. At heroic tier, it is a 5×5 area; at paragon, it is a 10×10 area; and at epic, it is a 15×15 area. Any power with the teleportation keyword used within the area still creates any non-teleportation effects, but any teleportation effects fail to work. A teleportation ward can be suppressed with an Arcana check (hard DC, standard action); if this is done, it is suppressed until the end of the character’s next turn.
Magic Item: Anchor Manacles
Level 1 Wondrous Item (360 gp)
Anchor manacles are used to prevent prisoners from teleporting, and are frequently used when incarcerating eladrin and other fey creatures. Any creature wearing a set of anchor manacles cannot teleport. A creature can escape from a pair of anchor manacles with an Athletics or Thievery check (hard DC, standard action).