unre9istered
2010-06-17, 02:40 PM
Teleportation is one of the bigger gripes I see regarding spells that ruin things for DM's. I've had a few ideas on how to limit it and thought I'd post them here:
The Astral Tempest
No one's quite sure what caused it. Or if they are they aren't talking. Fluctuation in the Astral Plane began interfering with travel. Not within the Astral Plane, it was only noticeable as a slight iridescence on the horizon there, but any travel that went through the Astral plane. All spells of the teleportation subschool were affected (Note: powerful spells capable of duplicating the effects of teleportation spells, such as Wish and Miracle are unaffected by the Astral Tempest. Divine powers are also unaffected. Gate when used to summon a creature is also unaffected.). Spells that only worked, or were used, for line of sight travel were affected so insignificantly as to be unnoticeable. If a spell was used to reach a place that was out of line of sight and more than 100' away, however, it was always off target (as per the off target mishap of the teleport spell).
Timely Solution
Within hours of the first noted incident of Astral Tempest related mishaps, mage's guilds were being provided a partial solution: Waypoint Stones. Fortunately most of the beings affected by the Astral Tempest were powerful enough to whether their misplacement. Only a few isolated casualties occurred.
Waypoint Stones are the most minimally magical item it is currently possible to make. Even less energy is required to make one than an Arcane Mark. They are supremely useful items that make long range teleportation possible again. A Waypoint Stone acts as an optional material focus for any teleportation spell. If the arrival location of the spell is within 100' of the stone's origin then the spell works as normal, unaffected by the Asteral Tempest.
Crafting a Waypoint Stone requires a DC 15 Knowledge Geography check. If the crafter possesses at least 5 ranks in Knowledge the Planes then they get a +2 synergy bonus to this check. Copying an existing Waypoint Stone is also possible, but takes a -10 penalty to the Knowledge check. It takes 1 hour of uninterrupted work to fashion a Waypoint Stone. A Waypoint Stone treats as its origin the location in which it was created (or the origin of the stone copied). A Waypoint Stone requires the usage of a 25gp gem of any sort. Waypoint Stones to common teleportation locations, such as mage's guilds or cosmopolitan cities, are commonly sold at component shops for 50gp. Identifying the origin of a Waypoint Stone is +10 to the DC to create it.
New Spell:
CRAFT WAYPOINT STONE
Transmutation
Level: Bard 1, Cleric 1, Druid 1, Sorcerer/Wizard 1, (anyone with a spell that needs one) 1
Components: V,S
Casting Time: 1 hour
Range: 0'
Target: Non-magical Gem worth at least 25gp
Duration: Instantaneous]
This spell causes a gem to become a Waypoint Stone with an origin of your current location. A 5th level or higher caster can choose to copy and existing stone instead. If they choose to do so, the existing stone becomes a focus for the spell.
Increased Security
The Astral Tempest created an opportunity for greater security for many. To gain the ability to teleport somewhere, you had to have been there, or gotten a Waypoint Stone from someone who had. Enterprising artificers invented new items to enhance the new security possibilities:
Interdiction Stone: A 10" Magnatite (Lodestone) Brick that prevents any Waypoint Stones from being crafted within 150' of its location (Waypoint Stones that already exist for such a location continue to function, but can no longer be copied), creating a 50' radius zone that cannot be safely teleported to without difficulty. These items are popular with royal treasuries, banks, museums, magic item sellers, and anyone else with easily transportable, valuable items to keep secure.
Greater Interdiction Stones exist in the form of 1 ton blocks of Magnetite (sometimes carved into statues or other decorative items) that block all Waypoint Stone creation within 1 mile of their location, often used to protect royal palaces, prisons, and other restricted locations.
Faint abjuration; CL 5th; Craft Wondrous Item, anticipate teleport; Price
1500gp (normal), 75000gp (greater) (The Astral Tempest makes this item far easier to create than it otherwise would have been.).
Tempest Globe: A 5" diameter hollow crystal sphere filled with an irridescent fluid. When the sphere is shattered, the fluid evaporates and all Waypoint Stones whose origins lie within 150' are erased, causing them to become inert gems. Like Interdiction Stones, Tempest Globes are used by security minded individuals. However only the most paranoid or careful individuals use Tempest Globes, given their cost.
Strong abjuration; CL 18th; Craft Wondrous Item, zone of respite; Price 9000gp
Too much? Not enough? Questions? Let me know what you think.
The Astral Tempest
No one's quite sure what caused it. Or if they are they aren't talking. Fluctuation in the Astral Plane began interfering with travel. Not within the Astral Plane, it was only noticeable as a slight iridescence on the horizon there, but any travel that went through the Astral plane. All spells of the teleportation subschool were affected (Note: powerful spells capable of duplicating the effects of teleportation spells, such as Wish and Miracle are unaffected by the Astral Tempest. Divine powers are also unaffected. Gate when used to summon a creature is also unaffected.). Spells that only worked, or were used, for line of sight travel were affected so insignificantly as to be unnoticeable. If a spell was used to reach a place that was out of line of sight and more than 100' away, however, it was always off target (as per the off target mishap of the teleport spell).
Timely Solution
Within hours of the first noted incident of Astral Tempest related mishaps, mage's guilds were being provided a partial solution: Waypoint Stones. Fortunately most of the beings affected by the Astral Tempest were powerful enough to whether their misplacement. Only a few isolated casualties occurred.
Waypoint Stones are the most minimally magical item it is currently possible to make. Even less energy is required to make one than an Arcane Mark. They are supremely useful items that make long range teleportation possible again. A Waypoint Stone acts as an optional material focus for any teleportation spell. If the arrival location of the spell is within 100' of the stone's origin then the spell works as normal, unaffected by the Asteral Tempest.
Crafting a Waypoint Stone requires a DC 15 Knowledge Geography check. If the crafter possesses at least 5 ranks in Knowledge the Planes then they get a +2 synergy bonus to this check. Copying an existing Waypoint Stone is also possible, but takes a -10 penalty to the Knowledge check. It takes 1 hour of uninterrupted work to fashion a Waypoint Stone. A Waypoint Stone treats as its origin the location in which it was created (or the origin of the stone copied). A Waypoint Stone requires the usage of a 25gp gem of any sort. Waypoint Stones to common teleportation locations, such as mage's guilds or cosmopolitan cities, are commonly sold at component shops for 50gp. Identifying the origin of a Waypoint Stone is +10 to the DC to create it.
New Spell:
CRAFT WAYPOINT STONE
Transmutation
Level: Bard 1, Cleric 1, Druid 1, Sorcerer/Wizard 1, (anyone with a spell that needs one) 1
Components: V,S
Casting Time: 1 hour
Range: 0'
Target: Non-magical Gem worth at least 25gp
Duration: Instantaneous]
This spell causes a gem to become a Waypoint Stone with an origin of your current location. A 5th level or higher caster can choose to copy and existing stone instead. If they choose to do so, the existing stone becomes a focus for the spell.
Increased Security
The Astral Tempest created an opportunity for greater security for many. To gain the ability to teleport somewhere, you had to have been there, or gotten a Waypoint Stone from someone who had. Enterprising artificers invented new items to enhance the new security possibilities:
Interdiction Stone: A 10" Magnatite (Lodestone) Brick that prevents any Waypoint Stones from being crafted within 150' of its location (Waypoint Stones that already exist for such a location continue to function, but can no longer be copied), creating a 50' radius zone that cannot be safely teleported to without difficulty. These items are popular with royal treasuries, banks, museums, magic item sellers, and anyone else with easily transportable, valuable items to keep secure.
Greater Interdiction Stones exist in the form of 1 ton blocks of Magnetite (sometimes carved into statues or other decorative items) that block all Waypoint Stone creation within 1 mile of their location, often used to protect royal palaces, prisons, and other restricted locations.
Faint abjuration; CL 5th; Craft Wondrous Item, anticipate teleport; Price
1500gp (normal), 75000gp (greater) (The Astral Tempest makes this item far easier to create than it otherwise would have been.).
Tempest Globe: A 5" diameter hollow crystal sphere filled with an irridescent fluid. When the sphere is shattered, the fluid evaporates and all Waypoint Stones whose origins lie within 150' are erased, causing them to become inert gems. Like Interdiction Stones, Tempest Globes are used by security minded individuals. However only the most paranoid or careful individuals use Tempest Globes, given their cost.
Strong abjuration; CL 18th; Craft Wondrous Item, zone of respite; Price 9000gp
Too much? Not enough? Questions? Let me know what you think.