Teleportation Barrier

In 1220 N.C. of the Ronan Calendar, a barrier preventing teleportation (physical travel into and out of the astral plane) was discovered. It began with disappearance of wizards, who tried to teleport. The power of the barrier grew stronger, or the separation between the physical world and astral plane grew weaker. No one knew the cause for at least 11 years. In 1231 N.C. the The Council of the Magi in the Ronan capital of Camus were attacked by an incredibly powerful Queleshan calling himself Ilvanvolf. He was able to portal into their council chambers, strike and portal out immediately. Many human wizards tried to teleport away and were stunned by the attempt, exposing them to the devastating attacks of their assailant. A few did manage to teleport away, but vanished. A few returned, reporting they had found themselves thousands of miles away from where their destination, or launched forwards or even -very rarely- backwards in time. A couple even said they had landed in other planes. A few survivors of the attack upon the towers said they thought they saw more than one assailant, but most agreed it was only one.

Ilvanvolf was eventually hunted down by his own grandson, Orestius, The Lord William Grevyen, Jarrellin Kethi, Kathlan Greyven, and Sabalom Glitz. After his defeat, though, the teleport barrier remained and no one has yet found the source of its power.

The Nature of the Teleport Barrier:

The Teleport Barrier blocks Astral Travel, but also makes teleporting much more treacherous. In the century that has passed it has become clear that the Teleport Barrier is somehow connected to alignment of the celestial spheres Demus and Cerus. It changes in power throughout the year. It is believed by some sages that it takes advantage of the natural ebb and flow of the veil (the astral plane), and just makes the passing between the two realms more difficult.

Game Mechanics:

Teleportation: a teleportation spell transports one or more creatures or objects a great distance. The most powerful of these spells can cross planar boundaries. Unlike summoning spells, the transportation is (unless otherwise noted) one-way and not dispellable. Teleportation is instantaneous travel through the Astral Plane. Anything that blocks astral travel also blocks teleportation.

When casting any spell that specifically causes a character to vanish and reappear in another location on the prime material plane (mortal world), this indicates that the spell specifically transports the character through the veil (Astral Plane). This spell functions similar to the Teleport Trap and Treacherous Teleport spells. These types of teleportation are blocked by the teleport barrier. This means that travel through the ethereal plane (which is slower) are not blocked. This means that most spells with the Teleport descriptor are affected. A few are not, though. A list is provided below. But, if a spell isn't on the lists, the DM should read the description of the spell and make a determination.

When casting such a spell, the DM determines the current alignment of Demus to Cerus. The player rolls randomly and uses the chart below to determine the effect. There is no saving through. But, if the caster has Spell Resistance, then it must be higher than 36 for it to overcome the Teleport Barrier.

Table: Teleportation Barrier Effects

Roll d100
Note: This table was originally created to define what mishaps a character could suffer from teleporting. This was expanded for use with this new Teleport Barrier.
Cerus-Demus alignment Roll Effect
1 The character vanishes from existence. There is no trace of what happened to the character. The character cannot be brought by any means other than a Wish spell.
2-5 Time Travel: The Character arrives in the future, or even possibly, the past. Roll d10 1=Sent in the past (DM determines how long ago), 2-9: Sent into the future (DM determines how long. The character vanishes and will reappear in that exact same geographical location at the designated time. Otherwise, this functions just as the teleport spell.
6-10 Death
11-15 Inner Planar Travel
16-20 Outer Planar Travel
|! 21-25|| Planar Gate opens at location of arrival || ||
21-25 The character is partially teleported, suffering the character's maximum hit points and loss of one limb. See debelitating blow to one limb for effects. The character does not get a saving throw, and the limb is severed.
35-50 Extremely Misplaced Arrival
51-75 Spell Failure
76-85 Slightly Misplaced Arrival
86-99 Arrival

Spells affected by the Teleport Barrier:

Teleport
Greater Teleport (When this spell is cast, it gives the caster a +20% to their roll on the chart above)
Teleportation Circle
Teleport Structure
Teleporting Strike (3rd Party Spell)
Teleport Attack (3rd Party Spell)
Interplanetary Teleport
Ice Crystal Teleport
Delayed Teleport
Shift (Wizard Conjuration-Teleportation school specialist ability)
Walk Through Space
Getaway (everyone is affected)
Apport Object (The object teleported is affected)
Signifier's Rally (Those teleported are affected)
Word of Recall
Jester's Jaunt
Callback
Urban Step
Hostile Juxtaposition
Hostile Juxtaposition, Greater
Dimension Door (Note: The original, 2nd Edition D&D version, of this spell created a portal through the Ethereal Plane. I suggest any player who has this spell be given the opportunity to exchange it for the Ethereal Portal spell below)

Spells Partially affected by the Teleport Barrier:

Flash Forward (The character does leap back in time, as this is a time based effect, but lands right where he was already. This causes the character to vanish and reappear at the end of the round in the same spot).
Spelltower Beacon (Doesn't function with Teleport spells, but does function with Shadow Walk)

Spells NOT affected by the Teleport Barrier:

Blink (This spell specifically states it transports the character to the Ethereal Plane and back)
Ethereal Strike
Ether Step
Ethereal Portal (This is one of a few new spells created for the World of Naeja campaign)
Ethereal Portal, greater (This is one of a few new spells created for the World of Naeja campaign)
Ethereal Jaunt (This spell specifically states it transports the character to the Ethereal Plane and back)
Shadow Walk (This spell transports the caster through the Ethereal Plane, so it is not affected by the Teleport Barrier)
Transport Via Plant (This spell requires divine-nature magic that moves the character along some natural conduit through the mortal plane, or perhaps through the ethereal plane, but does not use the astral plane. Such magic doesn't seem to be affected by the barrier)
Wish (Wish is the only way to cast teleport without be affected by the teleportation barrier)

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