Newwby
2014-02-23, 04:50 AM
So I spent this morning working on a teleportation-based melee class (trying to combine the blade of orien, crinti shadow marauder and teflammar shadowlord in to a base class) with spellcasting progression as a paladin/ranger. I came up with the four following spells (well really it's two spells with two versions each) and would love some feedback on;
Whether similar or identical spells already exist to replicate the effects (in books not homebrew)
The sor/wiz spell levels feel balanced
Additionally, a one round duration means the spell comes in to effect at the start of the next round correct, as per a summon monster spell? Part of a description assumes as such. For future reference (if infact that is the case) what would I write for a spell that takes a full-round to cast but comes in to effect immediately, 1 full-round action?
WARP CONDUIT
Conjuration(Teleportation)
Level: Stepper 2, Sor/Wiz 6
Components: V, S
Casting Time: 1 minute
Range: Personal and Touch
Target: You
Duration: Concentration, special; see text
Saving Throw: None or Will negates
Spell Resistance: None
You concentrate on a location you are intimiately familiar with, or have at least seen. This location must be upon a flat horizontal surface, with at least enough space for a medium sized creature, within 100 feet per caster level.
Upon the completion of this spell your body shimmers with a hazy blue aura and any creature that touches you is subject to a teleportation effect. You, or the touching creature, may attempt to negate the teleportation by making a will save against the spell but otherwise the creature is teleported to the location designated during the casting of the spell. Any creature too large to fit in the designated location is unaffected by touching the caster of this spell. A creature may not have a load exceeding their maximum load, or else the creature is unaffected by touching the caster. The caster may end this spell as a free action at any time, or the effect automatically ends when they cease concentrating, take any action other than concentrating or when the spell ends when up to 1d6+1 medium sized or smaller creatures have been teleported, where a large creature counts for two medium sized creatures and so forth (as per the spell 'teleport'). Teleported creatures are subject to the same familiarity and on/off target rules as a normal teleport spell, although the effects are determined individually at the time of their teleportation, not at the time of casting.
FORCED TRANSPOSITION
Conjuration(Teleportation)
Level: Stepper 3, Sor/Wiz 7
Components: V, S
Casting Time: 1 round
Range: Long (400 ft. + 40ft./level)
Area: Cylinder (30-ft. radius, 90 ft. high)
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes
You randomly teleport all matter within the affected area, shunting every affected creature and unattended object randomly in any direction 100 feet + 1d20 * 10 feet. The sizes of any affected creature or object do not alter the effect of this spell in any way. If there isn't any free space within 100 feet of the creature or object's new position the creature/object takes 2d6 damage and is shunted to any free space within 1000 feet. If no free space exists within 1000 feet the creature/object takes a further 4d6 damage and is returned to it's original position.
During the casting of this spell notable wisps of ethereal energy appear in the targetted area. A DC20 Knowledge(Arcana) or Spellcraft check is enough to identify the presence of a spell being cast, even if the caster isn't visible.
WARP CONDUIT, GREATER
Conjuration(Teleportation)
Level: Stepper 3, Sor/Wiz 8
Components: V, S
Casting Time: 1 minute
Range: Personal and Touch
Target: You
Duration: Concentration, special; see text
Saving Throw: None or Will negates
Spell Resistance: None
This spell functions like 'warp conduit' except there is no range limit on the designated location and teleported creatures suffer no chance of arriving off target, regardless of the caster's familiarity with the location. Additionally the effect last until the caster ends it, when the caster ceases concentrating, or when 2d6+3 medium sized or smaller creatures have been teleported. The caster may take actions (as long as they maintain concentration) whilst the effect of this spell is active.
VIOLENT TRANSPOSITION
Conjuration(Teleportation)
Level: Stepper 4, Sor/Wiz 8
Components: V, S
Casting Time: 1 round
Range: Long (400 ft. + 40ft./level)
Area: Cylinder (40-ft. radius, 120 ft. high)
Duration: Instantaneous
Saving Throw: Will half, Will negates; see text
Spell Resistance: Yes
This spell functions like 'forced transposition', except you attempt to violently wrench the component atoms of every creature and unattended object, within the affected area, apart. The spell deals 10d6 damage, save for half, to all unattended objects and creatures within the area of effect. Creatures and objects reduced to 0 hp or lower by this damage are disintegrated (as per the 'disintegrate' spell) during teleportation and any objects previously attended by a creature are now considered unattended and thus subject to the effects of this spell.
Whether similar or identical spells already exist to replicate the effects (in books not homebrew)
The sor/wiz spell levels feel balanced
Additionally, a one round duration means the spell comes in to effect at the start of the next round correct, as per a summon monster spell? Part of a description assumes as such. For future reference (if infact that is the case) what would I write for a spell that takes a full-round to cast but comes in to effect immediately, 1 full-round action?
WARP CONDUIT
Conjuration(Teleportation)
Level: Stepper 2, Sor/Wiz 6
Components: V, S
Casting Time: 1 minute
Range: Personal and Touch
Target: You
Duration: Concentration, special; see text
Saving Throw: None or Will negates
Spell Resistance: None
You concentrate on a location you are intimiately familiar with, or have at least seen. This location must be upon a flat horizontal surface, with at least enough space for a medium sized creature, within 100 feet per caster level.
Upon the completion of this spell your body shimmers with a hazy blue aura and any creature that touches you is subject to a teleportation effect. You, or the touching creature, may attempt to negate the teleportation by making a will save against the spell but otherwise the creature is teleported to the location designated during the casting of the spell. Any creature too large to fit in the designated location is unaffected by touching the caster of this spell. A creature may not have a load exceeding their maximum load, or else the creature is unaffected by touching the caster. The caster may end this spell as a free action at any time, or the effect automatically ends when they cease concentrating, take any action other than concentrating or when the spell ends when up to 1d6+1 medium sized or smaller creatures have been teleported, where a large creature counts for two medium sized creatures and so forth (as per the spell 'teleport'). Teleported creatures are subject to the same familiarity and on/off target rules as a normal teleport spell, although the effects are determined individually at the time of their teleportation, not at the time of casting.
FORCED TRANSPOSITION
Conjuration(Teleportation)
Level: Stepper 3, Sor/Wiz 7
Components: V, S
Casting Time: 1 round
Range: Long (400 ft. + 40ft./level)
Area: Cylinder (30-ft. radius, 90 ft. high)
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes
You randomly teleport all matter within the affected area, shunting every affected creature and unattended object randomly in any direction 100 feet + 1d20 * 10 feet. The sizes of any affected creature or object do not alter the effect of this spell in any way. If there isn't any free space within 100 feet of the creature or object's new position the creature/object takes 2d6 damage and is shunted to any free space within 1000 feet. If no free space exists within 1000 feet the creature/object takes a further 4d6 damage and is returned to it's original position.
During the casting of this spell notable wisps of ethereal energy appear in the targetted area. A DC20 Knowledge(Arcana) or Spellcraft check is enough to identify the presence of a spell being cast, even if the caster isn't visible.
WARP CONDUIT, GREATER
Conjuration(Teleportation)
Level: Stepper 3, Sor/Wiz 8
Components: V, S
Casting Time: 1 minute
Range: Personal and Touch
Target: You
Duration: Concentration, special; see text
Saving Throw: None or Will negates
Spell Resistance: None
This spell functions like 'warp conduit' except there is no range limit on the designated location and teleported creatures suffer no chance of arriving off target, regardless of the caster's familiarity with the location. Additionally the effect last until the caster ends it, when the caster ceases concentrating, or when 2d6+3 medium sized or smaller creatures have been teleported. The caster may take actions (as long as they maintain concentration) whilst the effect of this spell is active.
VIOLENT TRANSPOSITION
Conjuration(Teleportation)
Level: Stepper 4, Sor/Wiz 8
Components: V, S
Casting Time: 1 round
Range: Long (400 ft. + 40ft./level)
Area: Cylinder (40-ft. radius, 120 ft. high)
Duration: Instantaneous
Saving Throw: Will half, Will negates; see text
Spell Resistance: Yes
This spell functions like 'forced transposition', except you attempt to violently wrench the component atoms of every creature and unattended object, within the affected area, apart. The spell deals 10d6 damage, save for half, to all unattended objects and creatures within the area of effect. Creatures and objects reduced to 0 hp or lower by this damage are disintegrated (as per the 'disintegrate' spell) during teleportation and any objects previously attended by a creature are now considered unattended and thus subject to the effects of this spell.