Blood_caller
2011-05-10, 06:31 AM
Rant (just ignore)
The young "Halfling" DroFo is at home when his old friend the mage Sandalf the Brown visits him, Sandalf's eyes goes wide when he sees the "necklace" DroFo is wearing, A quick test were Sandalf using a stick dips the "necklace" in some "water" makes strange runes appear, this is clearly the "second" "necklace" a item of grave "good"
So Sandalf takes DroFo's hand and cast Greater Teleport, instantly transporting them to the Volcano mount mountain lake mount "Hope".
DroFo throws the "necklace" in the "lake" making sure "evil" wins
Ok the "good" lord NauroS had foreseen that event so he had the area around the mountain lake mount "Hope" protected by a mega big and expensive beyond WBL 20 Dimensional Ancor
So Sandalf takes DroFo's hand and cast Greater Teleport, instantly transporting them to a hidden and safe Elven Orc valley were he calls a secret meeting
The result is that a adventure group is gathered from the biggest Heroes (and highest level) of the land, they then join hands and Sandalf cast Greater Teleport, instantly transporting them to the border of the above mentioned Dimensional Ancor
They then have a fight with a giant spider (no problem with whole party), proceed to travel throu the "good" land easily avoiding Orc Elven patrols thanks to DtriSers great Ranger skills go to mountain lake mount "Hope".
DroFo throws the "necklace" in the "lake" making sure "evil" wins
Now were would the fun be in that, and would that end up being a epic story.
The Short of it is, I believe that the travel from point A to point B can be a great part of the adventure or history, as much as point A or B in themselves, the Teleport line of spells totally remove the journey from many adventures/histories so I made this fix for that:
Spells
Teleportation beacon
Conjuration [Teleportation]
Level: Sorcerer/Wizard 0
Components: V, S,
Casting Time: 1 standard action
Range: 0 ft
Effect: One Teleportation beacon rune, which must fit within 1 sq. ft.
Duration: Permanent
Saving Throw: None
Spell Resistance: No
This spell allows you to inscribe one Teleportation beacon rune. The rune can be visible or invisible. An Teleportation beacon spell enables you to anchor the rune stationary in the air. If an invisible Teleportation beacon is made, a detect magic spell causes it to glow and be visible, it requires a spell craft DC 10 to identify a Teleportation beacon rune.
See invisibility, true seeing, a gem of seeing, or a robe of eyes likewise allows the user to see an invisible Teleportation beacon. The Teleportation beacon can't be dispelled, but can be removed by the caster or by an erase spell.
Special: This is not a spell in itself but instead a part of Teleport Fix, Greater Teleport Fix and Teleportation Circle Fix so it don't cost anything or take up space in a spell book you can memorize/cast it when you have one of those tree.
Teleport Fix
Conjuration [Teleportation]
Level: Sorcerer/Wizard 5, Travel 5
Components: V
Casting Time: 1 standard action
Range: Personal and touch
Target: You and touched objects or other touched willing creatures
Duration: Instantaneous
Saving Throw: None and Will negates (object)
Spell Resistance: No and Yes (object)
This spell instantly transports you to a designated destination, which may be as distant as 100 miles per caster level. Interplanar travel is not possible. You can bring along objects as long as their weight doesn’t exceed your maximum load. You may also bring one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load) or its equivalent (see below) per three caster levels. A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth. All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you. As with all spells where the range is personal and the target is you, you need not make a saving throw, nor is spell resistance applicable to you. Only objects held or in use (attended) by another person receive saving throws and spell resistance.
You must have a active Teleportation beacon at the destination, for the spell to work, if you have more Teleportation beacon active than half your caster level when casting Teleport Fix you incur a mishap chance equal to 10% for each active Teleportation beacon beyond your allowance .
Roll on the mishap table for Teleport if this happens.
If a mishap occur consult following table 1d100
{table=head]Roll-1d%|Effect
01-25| nothing happens; spell slot is used and any component are gone
26-50|Teleportation beacon fail; your destination is randomly generated from among all of your Teleportation beacon.
51-70|Teleportation Scatter; Everybody target by the spell reaches destinations randomly and individual generated from among all of your markers
71-90|Teleportation beacons burn out; You reach your destination but roll once for each of your active Teleportation beacon to se if they burn out and are lost equal chance of that as the mishap chance that brought you onto this table.
91-100|Catastrophic mishap; anybody who were the target take your CLd6 damage in raw magic damage and must make a WILL save or be dazed, DC is equal to the spell that brought you onto this table.
[/table]
Special: Part of this spell contains the knowledge about Teleportation beacon it don't cost anything or take up space in a spell book you can memorize/cast it when you have learned this one.
Greater Teleport Fix
Conjuration [Teleportation]
Level: Sorcerer/Wizard 7, Travel 7
Components: V
Casting Time: 1 standard action
Range: Personal and touch
Target: You and touched objects or other touched willing creatures
Duration: Instantaneous
Saving Throw: None and Will negates (object)
Spell Resistance: No and Yes (object)
This spell instantly transports you to a designated destination. Interplanar travel is not possible. You can bring along objects as long as their weight doesn’t exceed your maximum load. You may also bring one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load) or its equivalent (see below) per three caster levels. A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth. All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you. As with all spells where the range is personal and the target is you, you need not make a saving throw, nor is spell resistance applicable to you. Only objects held or in use (attended) by another person receive saving throws and spell resistance.
You must have a active Teleportation beacon at the destination, for the spell to work, if you have more Teleportation beacon active than your caster level when casting Greater Teleport Fix you incur a mishap chance equal to 5% for each active Teleportation beacon beyond your allowance .
Roll on the mishap table for Teleport Fix if this happens.
Special: Part of this spell contains the knowledge about Teleportation beacon it don't cost anything or take up space in a spell book you can memorize/cast it when you have learned this one.
Greater Teleport Fix
Conjuration [Teleportation]
Level: Rune 9, Sorcerer/Wizard 9
Components: V, M
Casting Time: 10 minutes
Range: 0 ft.
Effect: 5-ft.-radius circle that teleports those who activate it
Duration: 10 min./level (D)
Saving Throw: None
Spell Resistance: Yes
You create a circle on the floor or other horizontal surface that teleports, as Greater Teleport Fix, any creature who stands on it to a designated spot. Once you designate the destination for the circle, you can’t change it. The destination must be to one of your active Teleportation beacon on the same plane.
The circle itself is subtle and nearly impossible to notice. If you intend to keep creatures from activating it accidentally, you need to mark the circle in some way.
Teleportation Circle Fix can be made permanent with a permanency spell. A permanent Teleportation Circle Fix that is disabled becomes inactive for 10 minutes, then can be triggered again as normal, if a permanent Teleportation Circle Fix looses its destination Teleportation beacon, a new destination is generated randomly from among all of your active Teleportation beacons, each time the Teleportation Circle Fix is used.
Note: Magic traps such as Teleportation Circle Fix are hard to detect and disable. A creature with Trapfinding (only) can use the Search skill to find the circle and Disable Device to thwart it. The DC in each case is 25 + spell level, or 34 in the case of Teleportation Circle Fix.
Material Component: Amber dust to cover the area of the circle (cost 1,000 gp).
Special: Part of this spell contains the knowledge about Teleportation beacon it don't cost anything or take up space in a spell book you can memorize/cast it when you have learned this one.
Spell-like abilities & items
Any creature or Item that have one of the spells that have been fixed above as a (SP) gains a little change
They get:
(SA) Dimension Door/X day
(SA) Teleportation Beacon/X day
(SA) Same spell as they had before just add Fix behind/X day
were X is equal to the number of times they could use the (SP) before the fix
The young "Halfling" DroFo is at home when his old friend the mage Sandalf the Brown visits him, Sandalf's eyes goes wide when he sees the "necklace" DroFo is wearing, A quick test were Sandalf using a stick dips the "necklace" in some "water" makes strange runes appear, this is clearly the "second" "necklace" a item of grave "good"
So Sandalf takes DroFo's hand and cast Greater Teleport, instantly transporting them to the Volcano mount mountain lake mount "Hope".
DroFo throws the "necklace" in the "lake" making sure "evil" wins
Ok the "good" lord NauroS had foreseen that event so he had the area around the mountain lake mount "Hope" protected by a mega big and expensive beyond WBL 20 Dimensional Ancor
So Sandalf takes DroFo's hand and cast Greater Teleport, instantly transporting them to a hidden and safe Elven Orc valley were he calls a secret meeting
The result is that a adventure group is gathered from the biggest Heroes (and highest level) of the land, they then join hands and Sandalf cast Greater Teleport, instantly transporting them to the border of the above mentioned Dimensional Ancor
They then have a fight with a giant spider (no problem with whole party), proceed to travel throu the "good" land easily avoiding Orc Elven patrols thanks to DtriSers great Ranger skills go to mountain lake mount "Hope".
DroFo throws the "necklace" in the "lake" making sure "evil" wins
Now were would the fun be in that, and would that end up being a epic story.
The Short of it is, I believe that the travel from point A to point B can be a great part of the adventure or history, as much as point A or B in themselves, the Teleport line of spells totally remove the journey from many adventures/histories so I made this fix for that:
Spells
Teleportation beacon
Conjuration [Teleportation]
Level: Sorcerer/Wizard 0
Components: V, S,
Casting Time: 1 standard action
Range: 0 ft
Effect: One Teleportation beacon rune, which must fit within 1 sq. ft.
Duration: Permanent
Saving Throw: None
Spell Resistance: No
This spell allows you to inscribe one Teleportation beacon rune. The rune can be visible or invisible. An Teleportation beacon spell enables you to anchor the rune stationary in the air. If an invisible Teleportation beacon is made, a detect magic spell causes it to glow and be visible, it requires a spell craft DC 10 to identify a Teleportation beacon rune.
See invisibility, true seeing, a gem of seeing, or a robe of eyes likewise allows the user to see an invisible Teleportation beacon. The Teleportation beacon can't be dispelled, but can be removed by the caster or by an erase spell.
Special: This is not a spell in itself but instead a part of Teleport Fix, Greater Teleport Fix and Teleportation Circle Fix so it don't cost anything or take up space in a spell book you can memorize/cast it when you have one of those tree.
Teleport Fix
Conjuration [Teleportation]
Level: Sorcerer/Wizard 5, Travel 5
Components: V
Casting Time: 1 standard action
Range: Personal and touch
Target: You and touched objects or other touched willing creatures
Duration: Instantaneous
Saving Throw: None and Will negates (object)
Spell Resistance: No and Yes (object)
This spell instantly transports you to a designated destination, which may be as distant as 100 miles per caster level. Interplanar travel is not possible. You can bring along objects as long as their weight doesn’t exceed your maximum load. You may also bring one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load) or its equivalent (see below) per three caster levels. A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth. All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you. As with all spells where the range is personal and the target is you, you need not make a saving throw, nor is spell resistance applicable to you. Only objects held or in use (attended) by another person receive saving throws and spell resistance.
You must have a active Teleportation beacon at the destination, for the spell to work, if you have more Teleportation beacon active than half your caster level when casting Teleport Fix you incur a mishap chance equal to 10% for each active Teleportation beacon beyond your allowance .
Roll on the mishap table for Teleport if this happens.
If a mishap occur consult following table 1d100
{table=head]Roll-1d%|Effect
01-25| nothing happens; spell slot is used and any component are gone
26-50|Teleportation beacon fail; your destination is randomly generated from among all of your Teleportation beacon.
51-70|Teleportation Scatter; Everybody target by the spell reaches destinations randomly and individual generated from among all of your markers
71-90|Teleportation beacons burn out; You reach your destination but roll once for each of your active Teleportation beacon to se if they burn out and are lost equal chance of that as the mishap chance that brought you onto this table.
91-100|Catastrophic mishap; anybody who were the target take your CLd6 damage in raw magic damage and must make a WILL save or be dazed, DC is equal to the spell that brought you onto this table.
[/table]
Special: Part of this spell contains the knowledge about Teleportation beacon it don't cost anything or take up space in a spell book you can memorize/cast it when you have learned this one.
Greater Teleport Fix
Conjuration [Teleportation]
Level: Sorcerer/Wizard 7, Travel 7
Components: V
Casting Time: 1 standard action
Range: Personal and touch
Target: You and touched objects or other touched willing creatures
Duration: Instantaneous
Saving Throw: None and Will negates (object)
Spell Resistance: No and Yes (object)
This spell instantly transports you to a designated destination. Interplanar travel is not possible. You can bring along objects as long as their weight doesn’t exceed your maximum load. You may also bring one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load) or its equivalent (see below) per three caster levels. A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth. All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you. As with all spells where the range is personal and the target is you, you need not make a saving throw, nor is spell resistance applicable to you. Only objects held or in use (attended) by another person receive saving throws and spell resistance.
You must have a active Teleportation beacon at the destination, for the spell to work, if you have more Teleportation beacon active than your caster level when casting Greater Teleport Fix you incur a mishap chance equal to 5% for each active Teleportation beacon beyond your allowance .
Roll on the mishap table for Teleport Fix if this happens.
Special: Part of this spell contains the knowledge about Teleportation beacon it don't cost anything or take up space in a spell book you can memorize/cast it when you have learned this one.
Greater Teleport Fix
Conjuration [Teleportation]
Level: Rune 9, Sorcerer/Wizard 9
Components: V, M
Casting Time: 10 minutes
Range: 0 ft.
Effect: 5-ft.-radius circle that teleports those who activate it
Duration: 10 min./level (D)
Saving Throw: None
Spell Resistance: Yes
You create a circle on the floor or other horizontal surface that teleports, as Greater Teleport Fix, any creature who stands on it to a designated spot. Once you designate the destination for the circle, you can’t change it. The destination must be to one of your active Teleportation beacon on the same plane.
The circle itself is subtle and nearly impossible to notice. If you intend to keep creatures from activating it accidentally, you need to mark the circle in some way.
Teleportation Circle Fix can be made permanent with a permanency spell. A permanent Teleportation Circle Fix that is disabled becomes inactive for 10 minutes, then can be triggered again as normal, if a permanent Teleportation Circle Fix looses its destination Teleportation beacon, a new destination is generated randomly from among all of your active Teleportation beacons, each time the Teleportation Circle Fix is used.
Note: Magic traps such as Teleportation Circle Fix are hard to detect and disable. A creature with Trapfinding (only) can use the Search skill to find the circle and Disable Device to thwart it. The DC in each case is 25 + spell level, or 34 in the case of Teleportation Circle Fix.
Material Component: Amber dust to cover the area of the circle (cost 1,000 gp).
Special: Part of this spell contains the knowledge about Teleportation beacon it don't cost anything or take up space in a spell book you can memorize/cast it when you have learned this one.
Spell-like abilities & items
Any creature or Item that have one of the spells that have been fixed above as a (SP) gains a little change
They get:
(SA) Dimension Door/X day
(SA) Teleportation Beacon/X day
(SA) Same spell as they had before just add Fix behind/X day
were X is equal to the number of times they could use the (SP) before the fix