I think I remember from either 1E or 2E days, the blood of (I think) an umber hulk was used to make some sort of alchemical mixture that could prevent teleportation into, or out of, an area lined with it - i.e., if you wanted to imprison a powerful wizard or something with innate teleport ability, you could build a prison cell and mix umder hulk blood into the mortar and it would prevent the creature or wizard from escaping via teleport. And, since umber hulks are fairly rare, it also prevents one from having a city the size of Waterdeep having every building lined with it.
I could be way off base, however.
Is there any way to block a teleport spell in 3.5? Or, could I just make up something like that?
Thanks
I could be way off base, however.
Is there any way to block a teleport spell in 3.5? Or, could I just make up something like that?
Thanks