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Raum
2006-08-28, 10:34 PM
From Raum's grimoire of teleportation...

Trace Teleport
Divination
Level: Sor / Wiz 3
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Effect: Sense dimensional travel
Duration: 10 minutes per level
Saving Throw: none
Spell Resistance: no
You immediately sense any spells with the teleport descriptor cast within long range (400' + 40' per level) of yourself. As an immediate action you can make a Spellcraft check (DC 20) to sense the destination. If successful, you know the destination as if you had studied it carefully. This knowledge fades when the spell ends.

No specific knowledge of the destination is gained, just the sense of a pattern of shapes specific to the area which is usable as a teleport focus.

Teleport Trap
Conjuration [Teleport]
Level: Sor / Wiz 7
Components: V, S, F
Casting Time: 10 minutes
Range: 0', see text.
Effect: One pattern
Duration: 1 day per level
Saving Throw: Will, special
Spell Resistance: Yes
This spell allows you to create an everchanging pattern upon a surface. When a spell with the teleportation descriptor is cast either from withing it's influence (400' + 40' per level) or with an intended destination within its influence the pattern reconfigures itself to one representing the intended destination. Casters who fail a Will save teleport to the pattern no matter their intended destination.

A successful Will save allows users of the Teleport spell (and lower level teleportation spells such as Dimension Door) a roll on the teleport Familiarity table as if their intended destination had only been viewed once. If the results of the roll are anything other than on target the teleport transports them to a random location within the Teleport Trap's influence.

Casters using higher level spells (such as Greater Teleport and Plane Shift) who fail the save roll as if Very Familiar with their destination. Results other than On Target again transport the travelers to a random location within the trap's influence.

Teleport Trap may be made permanent with a Permanency spell at the cost of 2,000 experience.

The focus component is a kaleidescope made of mythril and powdered gems worth at least 5,000 gold.

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Some specific questions:
- Is a static DC for tracing a teleport sufficient? Alternatively, should it be the caster's save DC for the teleportation spell used?
- Is the 5k focus for Teleportation Trap too much?

Feedback is welcome.
--Raum