View Full Version : Question about the Rules: 40' of stone

2008-01-24, 07:59 PM
I was reading a few things on the internet these days (I think it was the dungeonomicon), and it basically said that if you got 40 feet of some continuous material you could block divination and teleport.

Is this correct? And if yes, where exactly I can find it?

Miles Invictus
2008-01-24, 08:18 PM
You're thinking of this thread (http://www.giantitp.com/forums/showthread.php?t=70179), which had a link to this thread on another forum (http://bb.bbboy.net/thegamingden-viewthread?forum=1&thread=698), which had the following:

Constructanomicon said:
So here is what we suggest: dungeons have an actual magical purpose. By putting anything behind at least 40’ of solid, continuous material (like solid walls of dirt, stone, ice, or whatever, but not a forest of trees or rooms of furniture) the area is immune to unlimited-range or “longer than Long Range” spells like Scrying and transportation magic like teleport, greater teleport, the travel version of gate, and other effects. You can use these magics inside a dungeon, but you also stopped by a 40’ solid, continuous material in a Line of Effect; this means you can use these effects inside a dungeon to bypass doors and walls, but entering and leaving the dungeon is a problem, and parts of the dungeon that have more than 30’ of material in the way between your position and the target of your effect will be effectively isolated from your position.

It's a house rule, not an official ruling.

2008-01-24, 08:27 PM
That's not in the standard rules. Many divinations can be blocked by certain materials. This line:
The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it. is repeated in many spells, including:
Detect Animals or Plants
Detect Magic
Detect Poison
Detect Snares and Pits
Detect Evil
Detect Thoughts
Detect Undead
Detect Secret Doors

Additionally, Locate Object says
The spell is blocked by even a thin sheet of lead.

2008-01-24, 10:09 PM
That's not in the standard rules. Many divinations *snip* Detect Evil *snip*

:smallmad: Oh come now! If you're going to say all of that, you should at least link to this: OotS 202 (http://www.giantitp.com/comics/oots0202.html)

2008-01-26, 09:48 AM
As Miles Invictus said, "The Dungeonomicon" is a homebrew by K & Frank Trollman. These are the guys who created 'The Wish and the Word' on the CharOp boards (those builds won a contest, got disqualified and got an honourable mention, all at once :smallcool: ).

IIRC one of them got barred from the WOTC boards for regularly pointing out just how b0rked the Sage's decision were on the basis of the RAW, the Sage's previous rulings and sheer common sense. Silly boy wanted the rules to make sense or something, I dunno... :smallamused:

They've written some great stuff on how the D&D world *should* logically work given the basis of wish, divination, teleport, the existence of multiple intelligent races and people with superhuman abilities, etc. Go look us "Tome of Necromancy", "Tome of Fiends" (which explains why demons want your soul in the first place...), "The Dungeonomicon, "Races of War" (Mmmmmmm, decent fighter fix) and "Book of Gears" (on why Vermin != vermin).

The 40' of solid stone thing is their way of attempting to
1) justify why bad guys lurk in expensive, out-of-the-way bunkers dungeons with cool traps and magical effects built into the walls
2) minimise scry-and-die (divine enemy's location, buff up, teleport in, assassinate, 'port out) in games that are supposed to be dungeon crawls.

Yes, it's a house-rule, but - like all the best house-rules - it attempts to make things more sensible in what is an essentially nonsensical game. :smallwink: