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View Full Version : Teleport Fix [3.5e] (Please PEACH)



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

Cipher Stars
2011-05-10, 09:18 AM
Love it! I'm now implementing it into my games from now on.

elpollo
2011-05-10, 09:21 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.

You are quite right - that would be a terrible story. This is, of course, D&D, not Lord of the Rings. When Drofo throws the ring into Mount Hope, it turns out the ring contained (and kept bound) a hundred thousand damned souls, who flock out and try to possess new bodies to enjoy their new freedom. Or something.

The point is that the expectations of what magic can achieve in D&D is in no way compatible with the way magic works in Lord of the Rings. Just because you don't walk places doesn't mean you don't have journeys - you just tend to have bigger, flashier journeys that end with you fighting a possessed Nauros over a pit of boiling nothingness that threatens to consume the world (how can nothingness be boiling? Shut up, that's how).



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:

They can be, but they don't have to be, and a great deal of the time (particularly in roleplaying games) they equate to random encounters put in to make the journey more exciting (see what's happening here? We're having a journey to encounter the monster that was only there to stop the journey from being dead time to gloss over).

Regardless:


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 etch the rune upon any substance without harm to the material upon which it is placed. 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 be dispelled, or be removed by the caster or by an erase spell.
If an Teleportation beacon is placed on a living being, normal wear gradually causes the effect to fade in about a month.
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


So... what stops you from just planning ahead? Casting a beacon onto a stone and paying/forcing a demon (or angel, if you want less chance of trickery) to transport it to a specified location (say, just outside of Mordor) whilst invisible and leaving it there? Scry it first to be sure it's safe and all you've done is added a week or two of waiting time to each journey. People will still do it because it's safer and generally quicker over long distances, but now instead of being a powerful magic able to join two points in space it's a magical taxi cab, having to wait patiently for the thing to arrive before you can go off and adventure.

I mean, the spells seem fine, but they won't change the way high level magic works in D&D. If a caster doesn't want to fight, they ain't having a fight. If you want to focus more on a Lord of the Rings style adventure then E6 (or another system) is the way to go, not just reducing the potential of teleport.

averagejoe
2011-05-10, 10:32 AM
I mean, the spells seem fine, but they won't change the way high level magic works in D&D. If a caster doesn't want to fight, they ain't having a fight. If you want to focus more on a Lord of the Rings style adventure then E6 (or another system) is the way to go, not just reducing the potential of teleport.

It may be that he's changing one thing that was problematic for him and his, not trying to change the way D&D is played for everyone. LotR style journeys aside, I think this is, at the least, a more fun option.

However, you do bring up a good point. Maybe you could make it so the teleportation beacons fade with distance traveled, or somesutch. Also, I think the last one should be called, "Teleport Circle Fix."

But, yeah, good stuff.

Gamer Girl
2011-05-10, 01:20 PM
Your idea is not bad, but it just won't work.

The New Plot: The wizard Gandark knows he will need to go to Mount Hope sometime for something. So he simply summons a bat, gives it the teleport token, and has it fly over and drop the token on Mt. Hope. Then, maybe years later when he meets Dodo and sees the magic necklace of Rixx, it's a simple teleport to destroy.

A spellcaster can easily cover a continent with teleport tokens, so that handycap won't even make them blink. At the most easiest way, you could simply hire a messenger to take a teleport token to a distant spot and drop it there. In core, a wizard would need to scry on a location, in your fix they just need to get a token to that location...not much change.


The much better teleport fix is: They don't know where to go.

Plot--Dodo-"How can we destroy the One Locket?"
Gandark-"I have no idea...''

See, he can't teleport right to Mount Hope, if he does not know that is where to go.

And Plot--Gandark-"The sage Elt might know..."
Dodo-"Good, teleport us to him at once so I can finish this quest''
Gandark-"He wanders a lot..."

See they can't teleport right to Elt as he could be anywhere. Sure they could teleport hop around, but the only way to find him is old fashioned searching.

And so on...

Glimbur
2011-05-10, 01:44 PM
Quicker and easier is to just ban any long distance teleportation.

Nero24200
2011-05-10, 03:41 PM
Not really a fan of the Fix (mostly because I agree with the "Teleporting makes A to B journary's pointless!" crowd). Having said that if I must have teleport spells I think would prefer these versions.

They actually impose a very respectable limit on the spell (I.E you have to have been to the place before and actively set-up a rune to allow for teleportation). It means that most PC's are likely to use this more for returning to their safe house or base of operations rather than dodging an entire enemy dungeon.


I mean, the spells seem fine, but they won't change the way high level magic works in D&D. If a caster doesn't want to fight, they ain't having a fight. If you want to focus more on a Lord of the Rings style adventure then E6 (or another system) is the way to go, not just reducing the potential of teleport. True, but magic fixes have to start somewhere. Every time someone prompts a quickie magic fix on this forum the first few comments will almost always be "Change the spells not the system". What's wrong with starting with just one group of problematic spells?

SPoD
2011-05-10, 06:05 PM
Try changing Teleport Beacon to be focused on a point in space within 30 feet of the caster, rather than painted on an object or a living creature. If someone can see the beacon, they just see a glowing rune hanging in midair. There's no way to move a point in space, so many of the "cheats" that have been mentioned will be nullified.

Change that, and it's not bad as a quick fix.

Cipher Stars
2011-05-11, 04:08 AM
Try changing Teleport Beacon to be focused on a point in space within 30 feet of the caster, rather than painted on an object or a living creature. If someone can see the beacon, they just see a glowing rune hanging in midair. There's no way to move a point in space, so many of the "cheats" that have been mentioned will be nullified.

Change that, and it's not bad as a quick fix.

^-- This .

Blood_caller
2011-05-15, 03:14 PM
Try changing Teleport Beacon to be focused on a point in space within 30 feet of the caster, rather than painted on an object or a living creature. If someone can see the beacon, they just see a glowing rune hanging in midair. There's no way to move a point in space, so many of the "cheats" that have been mentioned will be nullified.

Change that, and it's not bad as a quick fix.

Teleport Beacon changed

Epsilon Rose
2011-05-15, 03:48 PM
I'm not sure "fixing" teleport is actually a good idea. On one hand teleportation does make the epic journey harder to pull off, on the other hand if your players are continually bypassing the journey via teleport they're sending you a message about what kind of game they want. In this case it makes more sense to either A) focus on the other parts (i.e. where do we have to go, what do we have to do once we get there, whats even going on, and of course the actual doing once they're there) or B) have a gentleman's agreement with the wizard (much like the one that says he won't chain-gate solars or otherwise break the game) saying that the campien is to be focused on the epic journey and he shouldn't use greater teleport to by pass 90% of it (if he says "no" that means you should either try convincing him or rework you concept because if the players don't want to play your game it doesn't make sense to force them), which has the advantage of them not looking for loopholes.

If you're dead set on keeping the "fix" though, you might want to knock it down a few level since it's nowhere near as useful.

SPoD
2011-05-15, 07:27 PM
If you're dead set on keeping the "fix" though, you might want to knock it down a few level since it's nowhere near as useful.

It doesn't need to be as useful, that's largely the point. It doesn't need to be knocked down a few levels if it is the ONLY teleportation option available. If players don't want to take it, then they don't take it. No skin off the DM's nose. But even a teleport that only works back to home base and back is enormously powerful, allowing players to sleep in their own beds every night during a dungeon and buy whatever item needed to solve a dungeon puzzle.

Bottom line, a DM is not obligated to balance a piece of homebrew against a core rule if that core rule is being eliminated from their game. Since the stated goal is to make teleport less powerful and thus remove the incentive to use it constantly, keeping it the same level will do the job nicely.

1of3
2011-05-16, 12:53 AM
I like the approach in 4e even better, as the Teleport Circles are not personal. Anybody can use your Teleport Circles, if they know its sigil sequence. It's even more like Stargate that way.

I think it offers more interesting opportunities:
- You can steal a fortresses sequence.
- They can try to steal yours.
- You can mislead foes be giving them the wrong sequence.
And so on.


Of course, in 4e it costs 100 gp every time, too.

Lord Vukodlak
2011-05-16, 02:52 AM
I'm not sure "fixing" teleport is actually a good idea. On one hand teleportation does make the epic journey harder to pull off, on the other hand if your players are continually bypassing the journey via teleport they're sending you a message about what kind of game they want.

No they aren't. There sending the message they use the tools that are available to them. Your simply assuming there sending a message. If teleportation is available you can't really have the epic journey even if the PC's WANT an epic journey. It breaks the verisimilitude of the game to have the epic journey when they can skip most of the hassle.

Ashtagon
2011-05-16, 10:53 AM
I'd utilise a couple of fixes.

First, teleport is not instantaneous over long distances. At one mile, it takes one round of subjective duration for the trip. For longer distances, it's a number of rounds equal to the square root of the distance in miles, rounded off. The maximum range at 20th level (2000 miles) would take 44 rounds (4 1/2 minutes) of subjective time. A more typical teleport of 100 miles would take 10 rounds.

During this entire period, a visible beacon is present at the destination. Aside from acting as an early warning of an incoming teleport, it also allows a Spellcraft check (DC 15 + number of rounds) to determine the origin point.

Second, A similar beacon is present at the departure point after leaving, for the same number of rounds. This can likewise be used to determine where the person went to.

Third, that time is spent in the Far Realm. And you are exposed to some mind-blowing stuff. Make a Will save (DC = 5 + number of rounds) for each spell you have in memory or lose it. Make Another Will save (DC = 5 + number of rounds) for each of Int, Wis, and Cha, and take one point of ability damage for each point you failed the save by. Finally, make a Will save (same DC as above), and lose 1d6 hp for each point you fail this save by (max 20d6).

Finally, you can only pick destinations that you have visited -- all the usual 'familiarity' restrictions apply.

The above rules really put a dampener on "scry and die" tactics, since any caster who teleports is fairly drained, and even melee types are likely to be feeling queasy. Even quick shortcuts to 'friendly' places would have to be acts of desperation.

Basically, teleport is a major storyboard thing, more often used by NPCs or as a desperate escape manoeuvre, rather than as a shortcut for sipping a few wandering monster encounters.

roscoe
2011-05-30, 04:17 PM
This fix means that teleportation cannot be used in scry'n'die tactics which basically puts a stopper to that. Tbh I've always found that tactic a bit distasteful so I don't have a problem with that.
With this fix you can still use it to get back and forth from certain destinations which means you don't die of old age because of travelling.
Imo this fix means the spell is reduced to what it should be.

Zale
2011-05-30, 05:06 PM
You could just make it more cost-prohibitive. No one's going to abuse a spell that costs an arm and a leg.


Because, honestly, with Ashtagon's fix.. you might as well just die where you are. At least then aberrations wont eat you. :yuk:

Cipher Stars
2011-05-30, 05:17 PM
Third, that time is spent in the Far Realm. And you are exposed to some mind-blowing stuff. Make a Will save (DC = 5 + number of rounds) for each spell you have in memory or lose it. Make Another Will save (DC = 5 + number of rounds) for each of Int, Wis, and Cha, and take one point of ability damage for each point you failed the save by. Finally, make a Will save (same DC as above), and lose 1d6 hp for each point you fail this save by (max 20d6).

Finally, you can only pick destinations that you have visited -- all the usual 'familiarity' restrictions apply.


It was cool until there. 1) Thats a helluvalotta rolls.
I'd go DC 10 + Spell level or lose 1d4 spells from that level. Or 5+5 per 100ft or lose 1d20 spells chosen by DM.
And that is only for unfamiliar places.

Zale
2011-05-30, 05:22 PM
That sounds more reasonable.