When I cast Teleport, I have to roll a d% to see if I end up where I want to go. The obvious way to improve my odds of getting to the right place is to study my location carefully...
Wel, bugger that for a game of soldiers!
How do I rig the odds? Is there an easy way to get a re-roll for a d%? or just a straight bonus to the roll?
One habit I've gotten into is carving magic circles into places I want to teleport to and then drawing the circle in my spellbook. That makes for an easy argument that I've at least Studied Carefully the location. Some GMs will even bump you up to Very Familiar. You did create the target after all.
That also means you have to vary the circle for each location. And its possible that someone or something could erase your circle. Location is the key. Like putting your circle in a dark closet and nailing a board over it makes for an excellent disguise. Since you never enchanted it, detection spells won't help. You could even do the same with art that you've created as the target. Less obvious. Again, make sure you don't accidentally create duplicates and there is a chance the artwork may not be in the location you think it is. Could be stolen, given as a gift, sold, or even destroyed.
|David knott 242
Two tips I can think of:
1) If you are a prepared caster, prepare more Teleport spells than you think you will need in case you get a bad roll.
2) Whenever you gain access to it, start casting Greater Teleport instead.
|David knott 242
Another tip: Cast Teleport spells to go to places that the GM wants you to go. The GM may be inclined to "forget" the percentile roll when you do that.
Arcane Mark, a cantrip. Placed in the area. Not to unlike Meirril's idea and no specific bonus is noted either in Teleport or Arcane Mark but personalizing the area with the Mark might help your case.
Edit: Could make a case for turning any result of "Similar Area" into landing where you intended at least some of the time.