In a cult you want to keep a small coterie of confidants near you, an inner circle.
#Shadowrun 3e magic vines windows#
Make the doors out of iron (at least 1 inch thick), and either do without windows or hire someone to use something other than glass (either illusions that show the outside, or some magical effect to make parts of the walls transparent).Ī barracks-style sleeping arrangement, with, say 30 people sleeping in one room is enough to discourage people from sneaking or teleporting in and starting to kill your cult, mercenaries, thieves or whatever with impunity.īut the High Priest should have the privelege of rank and sleep alone, right? You can do without the lead on any stone walls that are at least 1 foot thick. Consider doing the same with the interior walls, especially if you've got a room that doesn't have any windows. Instead of a single 1-foot-thick wall, have two walls that are six inches with a layer of lead between them. To stop magical divinations, simply place a thin sheet of lead in the outer structure. Even a single look at the interior increases their chance of success. Anyone trying to teleport in based on what they've heard is going off false information, which guarantees a mishap.ĭon't let anyone inside that you wouldn't want teleporting in without your knowledge. Teleport always carries a small chance of arriving at a location that is thematically similar to the destination, and if you've got something in place just for that possibility, you know where they'll end up.Ĭlaim your site in one location to the public, but put it somewhere else. It's not a perfect safeguard, but it can help.Īnother thing you can do is design your site so that it closely resembles another location, preferably someplace nearby yet far enough away to keep trouble away from you. If you make the place completely different (say, by replacing all the furnishings), then the caster no longer has any familiarity, and runs the risk of winding up someplace else. If those landmarks are changed, then the caster's familiarity with that site drops down to the next worse level, possibly more. Teleport requires familiarity with the destination - not just its location, but the physical features (landmarks, if you will). Here's a simple way to prevent people from teleporting into your character's demesne.
Scrying was defined as somehow looking either over space or trying to bridge time, and thus materials linked to these elements could be used. Since TP is based on manipulating space/position, 'natural' minerals or metals with 'negative spin space elemental power' could be used to block TP and other space manipulating spells. a ruby was linked to fire, and thus a wand of fireballs would often be embossed with rubies etc.), some with a positive spin, others with a negative (i.e. On the one hand, this meant these could be used as material components for spells and magic items based on these elements (i.e. Certain minerals or other materials would possess large quantities of this elemental power.
#Shadowrun 3e magic vines plus#
Magic was the manipulation of one of the 8 elements (the usual 4 plus life, death (positive and negative energy) and time and space). doors and windows could be built into the edifice and these magics would still be blocked.Īnother way we did it was linked to the 'physiology' of magic. Furthermore, we had Orichalcum as an alchemic material, in our campaigns a mix of dragon's blood, diamond dust and gold, which could be mixed into mortar and this would block magic in general in a relatively wide range of the building, i.e.
Well, the way we used to play it (do not know if this is in any way supported by 'official' rules in any edition) was that lead sheeting would block both TP and scry type magic.