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underthumb
Acolyte
9 Posts |
Posted - 14 Jan 2010 : 18:56:29
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It's not clear to me the actual extent of Halaster's barrier spells.
The Ruins of Undermountain says that there are no magical means of escape from Undermountain. This includes teleport and similar spells. Further, monster summoning spells will only summon creatures from within Undermountain. However, it also states that magic items that call creatures from "elsewhere" actually work (such as a Horn of Valhalla, which calls outerplanar creatures). Does this imply that wizards can just plane shift out of Undermountain? I can't figure out whether it was the intent of the designers to allow this, or just an oversight.
Has anyone read any more official lore that sheds light on this?
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Edited by - underthumb on 14 Jan 2010 18:57:23
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Gelcur
Senior Scribe
  
538 Posts |
Posted - 14 Jan 2010 : 19:44:20
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Basic UM can be found at http://www.wizards.com/default.asp?x=dnd/ru/20050309a
The relevant portion here is: "Telportation: Conjuration (teleportation) spells transport all affected creatures and objects to another random location within Undermountain. When a caster outside Undermountain attempts to teleport into it, the effect redirects their destination to another random location reachable by the spell."
Plane Shift is a Conjuration (teleportation) spell. |
The party come to a town befallen by hysteria
Rogue: So what's in the general store? DM: What are you looking for? Rogue: Whatevers in the store. DM: Like what? Rogue: Everything. DM: There is a lot of stuff. Rogue: Is there a cart outside? DM: (rolls) Yes. Rogue: We'll take it all, we may need it for the greater good. |
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The Simbul
Learned Scribe
 
173 Posts |
Posted - 15 Jan 2010 : 09:45:38
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As far as 3E/3.5 is concerned the most commonly reliable method of circumventing Halaster's teleport cage (Sor/Wiz 9, City of Splendors: Waterdeep) is by using the transport travelers function of a wish or miracle spell. However the cost of doing so may outweigh the benefits of leaving unless your situation is life-threatening.
Alternatively, if you are trying to leave Undermountain from within then a Mage's disjunction spell will serve to disable it, unless of course the teleport cage itself is sustained by a mythal (as suggested by Magic of Faerūn). If that was the case you would need an epic spell to neutralize it.
Another alternative is to use shadow walk, however in this instance your destination will be unreliable, and may end up being more perilous if you are entering or moving within Undermountain.
Lastly, the planar travel option of a gate spell has been floated as an option in other discussions, since it is a Conjuration (creation or calling) spell and does not technically fall into the teleportation subschool. However, because the planar travel option specifically states that it functions as a plane shift spell, then there is room for a DM to adjudicate that it would not function on the grounds that the cited spell is prohibited by the cage. |
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underthumb
Acolyte
9 Posts |
Posted - 15 Jan 2010 : 15:10:02
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Thanks, both replies have been very helpful. |
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Gelcur
Senior Scribe
  
538 Posts |
Posted - 17 Jan 2010 : 03:05:45
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No problem was just reading up on it myself.
The old Ruins of Undermountain 2E basically states that it is nearly impossible to destroy Halaster's barrier spells. If PCs were determined to do so it would take months to destroy a barrier. Obviously its up to each DM to use this as they please. |
The party come to a town befallen by hysteria
Rogue: So what's in the general store? DM: What are you looking for? Rogue: Whatevers in the store. DM: Like what? Rogue: Everything. DM: There is a lot of stuff. Rogue: Is there a cart outside? DM: (rolls) Yes. Rogue: We'll take it all, we may need it for the greater good. |
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