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This spell allows the caster to block all teleportation and planar travel in an area. You're looking for the private sanctum spell
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It is a bit late to change the plot of the story and change the established "enemy took McGuffin from place before you did, and they are keeping it safe, as commanded by BBEG".It also makes it so that each incursion is a drawn out encounter without large consequences, part of a larger (and boring for both sides) attrition war.By doing what they're doing, they slowly chip away at the enemies, killing a few of them every incursion, and slowly thinning out their forces Continuously adding random reinforcements to a dungeon with an established set of members (which the party have scouted with a Warlock Imp) seems to be a cheesy response to their strategy.The PCs have an Helm of Teleportation on their Monk and a Wizard with Teleport prepared, not too large of an investment.In my version of the campaign, the PCs have an insider which has revealed the enemies have now set some traps and that the party needs to find a different strategy, be it infiltration or letting themselves be captured or something else. A military invasion is possible, but can prove deadly. The module's recommended approach is to capture PCs alive and enslave them, with escape being a part of the chapter.Is there any RaW way to protect the entire dungeon?
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Both are fairly unsatisfactory solutions, PCs can just run into another room, or behind a pillar, and teleport there. So far, I've only come up with Darkness spells (to prevent players from seeing each other to teleport) or Counterspells at the time of cast. How can I prevent my players from pulling off this cheesy strategy against smart opponents who have witnessed this strategy multiple times and can plan beforehand? Forbiddance does not prevent you from teleporting out and Antimagic Field is a 10ft radius spell that requires concentration. They can now run into any dungeon and just escape freely when things get dangerous. I would even typically allow someone to use a spyglass in such a situation, though I would find it reasonable if a DM ruled otherwise as unlike the scrying spell it would disrupt your vision.My high-level party now has 2 casters able to cast teleport. An example would be having the party scattered on the deck of a ship as you stand on the aftcastle and teleport to another ship. This could mean having them all in a circle holding hands in front of you in between you in the target, but it could also mean having them scattered in your vicinity. I would see it as having all 8 people be visible from your location and having the target visible from your location. How do you see the provision on being able to teleport 8 people that you can see to a location that you can see working in other cases? Let alone actually having it happen.Alternative question. Dark.Revenant's suggestion turns it into the first of those, as opposed to the latter.Ĭrossing eyes demonstrates pretty effectively that even attempting to simulate the latter doesn't work very well. There's a big difference from seeing multiple things in your field of view, and seeing two different field of views simultaneously.
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