
James B. Cline |

As per the spell teleport can be made more hazardous or impossible due to "strong physical or magical effects".
1. Does this mean that STRONG WIND inhibits teleporting? To what extent? What would be more good examples of strong physical effects?
2. What qualifies as a strong magical effect? For instance could someone teleport into a Tiny Hut or Secure Shelter? My interpretation of strong is relative to the use of strong in strong winds, strong currents, which have mechanical representations in the rules.
3. "More Hazardous" Is it reasonable to increase the mishap percentage to represent being more hazardous? It doesn't have any specific examples in the spell text. For example in my home game one region with a powerful magical effect has increased the percentage by +50. The region surrounding the effect by +25. Another more focused area devestated by "epic level" magic is impossible to teleport into. Agree or disagree?
4. In an area that shifts constantly like a desert with high winds, in short, what modifiers would you use if any?
Thank you for your time.

Majuba |

James, you misquoted the rule slightly, and I think it makes a difference:
You must have some clear idea of the location and layout of the destination. The clearer your mental image, the more likely the teleportation works. Areas of strong physical or magical energy may make teleportation more hazardous or even impossible.
Strong physical or magical energy is very different than effects. I interpret that in context to mean things like fires, constant lightning storms (or possibly hurricane winds), etc, because it impacts the looks and layout of the location. So...
1. It would have to be incredibly strong winds that distort the region routinely.
2. Strong magical energy, that mess with the location and layout of destinations, could be pretty broad. However it definitely doesn't include things like tiny hut or secure shelter - even a permanent wall of fire isn't likely to change things too much (after the first burning of whatever is there of course).
3. I like your definitions for more hazardous - I think it could vary from +5 to +50, depending on how it impacts the terrain. Lingering magical auras would kind of be a different impact (more often a % chance to fail), but could be included as this kind of change.
4. A desert in high wind with no fixed landmarks should probably be "Seen Casually" at best, unless you've been there within a very short time. Tents, palm trees, pyramids, mountains, etc. could all make this a non-issue though.

DonDuckie |

I agree with Ipslore: GM fiat. Also: effect or energy can mean the same (unless energy is read as fire, cold, acid, electricity, or sonic).
In my setting: some mountain ranges hinder teleportation, even mundane materials can outright block teleport(they are quite popular for castle and treasure vault building. Strong (natural) winds have no effect in my setting, but unnatural weather might, because "energy".

Troubleshooter |

I would say GM fiat.
However, I would remove the possibility of teleporting into extradimensional spaces entirely rather than it becoming riskier. That's more the domain of Plane shift.
As a GM, I would probably have this include uncommon but possible natural and unnatural phenomena, so that I can lace dungeons and wilderness areas alike with an unreliable teleport zone as desired.
Strong winds are far too common, so I might restrict it to powerful magnetic fields or large deposits of Plotanium.

brvheart |

The Desolation would qualify as an area of "strong physical and magical affects". The worse so the closer one gets to the city of Tsar.
The Desolation is a vast expanse of wasted, war-torn fields. They felt the tramp of countless soldiers’ feet and drank the blood of humans and other creatures beyond imagining. Mighty engines of war and works of horrific magic slammed into the armies maneuvering across the countryside and left only death in their wake. So powerful was the magic involved, so pervasive the terrors unleashed that even now, centuries later, the lands remained indelibly marked by the legacy of battle. Where once were verdant plains and fertile fields now are only ashes and boiling craters of ooze. The Desolation does not bear the characteristic fires and brimstone of what many would consider in the traditional sense, but it is often likened to the Hells nonetheless. Smoking fumaroles and burning gas vents would actually enliven this land. Instead there is only the depressingly bleak landscape of gray fading into the haze of the horizon. Even the devils of the pits might find such a place unpleasant.

James B. Cline |

@ Seebs - As far as the Secure Shelter, since it is a magical effect, I was wondering if it was considered "Strong Magical Energy". I'd doubt it, but that's what I'm trying to find consensus on here.
I wouldn't let it work on Rope Trick specifically because it is an extradimensional space and thus on another plane.
@Brvheart - Yeah, I was trying to nerf it for the Slumbering Tsar campaign a bit, just because it cuts down on the attrition. For other people interested about the ongoing campaign (and podcasts) My Slumbering Tsar Campaign. I will say from that description I could probably just handwaive it for not working in the Desolation, but I'd rather have them Mishapping and give them partial use, which deteriorates the closer they get to the city.
Thanks for the discussion guys. I think I've figured out where I want to draw the line on it, but it helps seeing what other DMs/Player's think. I've used lead sheeting and deposits before, because I don't like Scry and Fry gaming, results will vary.
The strong physical energy was throwing me for a loop and I was curious what people interpretted as strong magical effects.
Edit: I just found a good rule of thumb for Strong Magical Effects, see Detect Magic 7th to 9th level spell effects.
Edit Edit: No spoilers please (as usual), I'm going to link this thread to my players just so they can look or chime in.