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Rubik
2014-11-20, 02:53 PM
Helmed horror and Wishes aside, is there a way to gain immunity to ways to block teleportation-type effects? Some way to punch through Dimension Lock and Dimensional Anchor and so on? Preferably an all-purpose catch-all, usable for wizards and swordsages alike.

bobthedragon
2014-11-20, 03:07 PM
Dimensional anchor and dimensional lock both allow spell resistance.
Also if I remember correctly, there is a druid spell called master earth that doesn't "teleport" you, but moves you through the earth, and can't be blocked by normal teleportation blocking spells.

For dimensional lock, a variation of the tin foil hat trick, where you leave the hat behind instead of teleporting with it might work. But that would also block line of effect, so I don't think it would The shadow X line of maneuvers.

What might work though is if you had a way to put up an antimagic field. I think the shadow maneuvers are all technically extraordinary abilities, which would mean if you are inside an antimagic field, you should be good.

Optimator
2014-11-20, 05:32 PM
Master Earth was going to be what I was going to recommend. I can't think of anything else other than perhaps dispelling the lock effect.

Flickerdart
2014-11-20, 05:37 PM
Is there a 3.5 equivalent to Ride the Lightning?

Jack_Simth
2014-11-20, 06:15 PM
Helmed horror and Wishes aside, is there a way to gain immunity to ways to block teleportation-type effects? Some way to punch through Dimension Lock and Dimensional Anchor and so on? Preferably an all-purpose catch-all, usable for wizards and swordsages alike.

Sort of.

The most common methods of teleportation-blocking (Dimensional Anchor (http://www.d20srd.org/srd/spells/dimensionalAnchor.htm), Dimensional Lock (http://www.d20srd.org/srd/spells/dimensionalLock.htm), and Forbiddance (http://www.d20srd.org/srd/spells/forbiddance.htm)) all permit SR, and are 8th level spells and below, so Greater Spell Immunity (http://www.d20srd.org/srd/spells/spellImmunityGreater.htm) can be keyed to them, letting you through. HOWEVER: There's a few ways to make those spells Supernatural in nature (Dweomerkeeper from the Complete Divine Web Enhancement comes to mind, but also a Zodar's Wish, Supernatural Transformation on any critter that has a spell-like for one or more of them, et cetera), or to make them 9th level spell (Heighten Spell), so that's not guaranteed. Shapechange can get you Spell Immunity, and that'll work regardless of spell level... but won't help vs. Supernatural effects.

Crake
2014-11-20, 10:47 PM
Shapechange can get you Spell Immunity, and that'll work regardless of spell level... but won't help vs. Supernatural effects.

That's not entirely true, some forms of spell immunity also make you immune to supernatural effects, case in point, dragon golems from the draconomicon.


Immunity to Magic: A dragonbone golem has immunity to all spells, spell-like abilities, and supernatural effects and abilities.

Dragonbone golems have 20HD, so nicely within the shapechange HD cap, if a bit snug.

Andion Isurand
2014-11-21, 04:01 AM
Lightning Leap (sor/wiz 5, complete mage) might be worth looking at if you want to combine an attack with a little instantaneous movement that doesn't involve the teleportation descriptor.