I was wondering if tracking devices/enchantments could be made. They would be given to guild members so the guild could keep track of their mission progress, and help if they're in trouble.
[RPG] ny sort of permenant tracking spell or device in 5e? Could one be made
dnd-5espells
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There's an apparent paradox in character creation for an unfamiliar game: to effectively and confidently make a character requires knowing the game, but to know the game you have to already have made and played a character. It's not really a paradox, but it can feel like it when you have limited time to play and want to get started as soon as possible in order to get right into the fun of an ongoing campaign.
There's a simple solution that has worked well and consistently for me, but which requires trusting that patience pays off.
Play a demo session first
What has been successful for me across RPGs is to run a one-shot demo session using the new game before we make our real characters in our real campaign. This introduces the players to the moving parts of a character through hands-on playing experience, which gives them a basic understanding of what's important when making characters. This can also effectively introduce the players to the setting and playstyle that they will be making characters for later.
Whether the demo characters are pre-made or made by the players doesn't seem to matter. (If they know these are throw-away characters, they don't suffer nearly as much analysis paralysis in making their own.) What matters most is that the demo session gives them an experience that reflects the realities of play that should be informing their character creation choices.
For example, in a game where understanding the skill system is critical for character creation and evaluating character effectiveness (RuneQuest 6), I have run an "obstacle course" session where they made characters and then played through an in-setting coming-of-age trial that involved a lot of skill use (but no combat or risk of death). By the end, players had a visceral understanding of what was and wasn't a good skill rating — one player initially thought that 35% was a good skill and spread their points around to hit that number in as many skills as possible, and came out of the demo realising that she'd underestimated that by half and that choosing a few core skills to maximise first, before spreading the other points around, was key. They all also profited from the crash course in the cultural context they'd later be playing in.
In another game where the interplay of character creation choices and combat is a big deal (Savage Worlds), I had them make one-off characters and then threw them into a dungeon that I knew well enough to run on-the-fly. They had the freedom to go where they wished and test their characters in a variety of non-combat and combat situations. As a result, they got a good sense of how the game functions overall and in its combat, magic, opposed skill, and healing subsystems in a very short time, and were confident making characters for the longer-scale fantasy campaign we later kicked off. Notably, when we started that campaign we had a new player, who had a much harder time creating her character than the ones who had the demo session initiation.
In both these examples, taking the time to give the group early hands-on experience with characters and the system meant that the players were confident and quick in future character creation for the real game. The difference was like night and day: where before they were lost and stumbling through the options, afterwards they were focused and dove into the chargen process with clear goals in mind.
Nothing beats DM fiat - so this is probably just a thought exercise. The real solution is to talk to your DM about this issue.
Anti-Magic The rules suggest that if you had SR, you might be able to resist the effects of the anti-magic field. This would require a persuasive conversation with a DM though, as RAW only comments on summoned creatures with SR.
The rules also state that artefacts and Deities are unaffected by the field. However acquiring an artefact or attracting the attention of a deity may be difficult, particularly without magic to contact said deities.
Otherwise while technically only Ex abilities work in an anti magic field, this discussion might be of interest.
RAW Anti-magic is an Emanation this means it doesn't effect anything with cover from it's point or points of origin. So find somewhere to shut yourself away from (perhaps a cupboard? - you haven't given us any plot reason for the anti-magic field) it and then teleport to another plane, cast Wish to return magic to the area, summon creatures with SR (to use inside the anti-magic fields) or similar.
It seems likely the GM isn't using a strictly RAW variety of Anti-magic though.
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Best Answer
The item Crystal Ball
From the DMG (159), emphasis mine.
The scrying spell on PHB (273), emphasis mine.
You can use this item to spy on your guildmates as long as the NPC keeps touching the ball.
A Warlock alternative.
As an alternative, if you want a more automatic response you can, instead of using a super rare item, create a NPC level 3 warlock. A warlock 3 with Pact of the Chain and Voice of the Chain Master can maintain a group and the Warlock always communicated. The familiar "spy" can deliver information as long as they are in the same plane of existence.
Voice of the Chain Master (PHB 111)
Homebrewing
If homebrewing is an alternative, you can create almost any magical item that your campaign needs. Being for thematically reasons or as a way to solve a particular problem, there is nothing in the rules that stops you (if you are the DM) to adjust as needed.
Retracting a decision
As the DM you have all the rights to retract a decision on your games. If a change suddenly seems more powerful than expected and its ruining everyone game, you can always take it back.