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2009-08-13, 12:56 PM (ISO 8601)
- Join Date
- Feb 2006
- Location
Travel Domain Minus Teleportation
I have been running a D&D 3.5 game for the past few months, in which I banned the entire Teleportation sub-school of magic. However, something I didn't think of at the time was the impact such a change would have on the Travel cleric domain.
Dimension Door, Teleport, and Greater Teleport all appear on the Travel domain spell list. And after looking over the spell lists, there don't seem to be any especially appropriate spells at equivalent levels to replace them with.
Can anyone offer some suggestions for spells that can help fill the gap in the Travel domain left by the absence of teleportation?
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2009-08-13, 01:00 PM (ISO 8601)
- Join Date
- Aug 2009
- Location
- Redwood Curtain
- Gender
Re: Travel Domain Minus Teleportation
Well as the Travel Domain Promotes Travel, in theory it could restrict it too. You could replace Dimension Door with Dimensional Anchor, and Teleport with Hold Person. Or Plane Shift. Or Wall of Stone. Depends if you want to support Travel, or allow the PC the power to Restrict it too.
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2009-08-13, 01:01 PM (ISO 8601)
- Join Date
- May 2009
Re: Travel Domain Minus Teleportation
Overland Flight, maybe?
What was your reason for banning it? Flavor reasons? One idea would be to - instead of removing it entirely, give Travel domain clerics exclusive access to teleportation spells.Last edited by Random832; 2009-08-13 at 01:04 PM.
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2009-08-13, 01:02 PM (ISO 8601)
- Join Date
- Feb 2008
- Location
- NYC
- Gender
Re: Travel Domain Minus Teleportation
Last edited by HamsterOfTheGod; 2009-08-13 at 01:04 PM.
SpoilerOotS Fan-fiction (An alternate OotS-verse starting after page 603. If you want to read it go here)
bad Erf-poetry
and other sillyness.
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2009-08-13, 01:08 PM (ISO 8601)
- Join Date
- Aug 2009
- Location
- Redwood Curtain
- Gender
Re: Travel Domain Minus Teleportation
Or, looking at the Druid list, a few spells to replace Teleport....Tree Stride, Control Winds (if it's a sailing campaign) or Freedom of Movement. Which is a level lower, and admittedly a little redundant with the domain power, but great for any allies.
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2009-08-13, 01:17 PM (ISO 8601)
- Join Date
- Feb 2008
Re: Travel Domain Minus Teleportation
Or take a leaf out of Complete Champion, and replace the entire domain with Travel Devotion (which is a really good feat considering what you give up).
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2009-08-13, 02:09 PM (ISO 8601)
- Join Date
- Feb 2006
- Location
Re: Travel Domain Minus Teleportation
It is purely for flavour reasons. The game is taking place during a war, and I wanted travel to take time, so that choosing to go somewhere results in consequences while the PCs are gone.
I also wanted to avoid having enemies and allies popping in and out at will, and to remove a crutch that I had depended on in the past to allow recurring villains to escape (not that I haven't been equally as cheap using invisibility and flying mounts).
Giving anyone even an exclusive ability to teleport still allows for there to be employable NPCs, and potentially scrolls and other magic items that the PCs and villains both could use, and thus doesn't really keep with the atmosphere I'm aiming for.
I don't much care for the idea of the Travel domain preventing travel. And even then, Dimensional Anchor doesn't have much utility in a world without teleportation.
And the sub-school includes both Plane Shift and Tree Stride, so I can't use those either.
I don't really want to get rid of the domain as a whole. But Travel Devotion does provide an interesting alternative to the current domain ability, and if I replace it than I can use Johanas' idea of Freedom of Movement as the 4th-level spell.
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2009-08-13, 02:13 PM (ISO 8601)
- Join Date
- Aug 2009
- Location
- Redwood Curtain
- Gender
Re: Travel Domain Minus Teleportation
God I love those Devotion Feats! My wife was reading the Trickery Domain the other day, and Yells "Kage Bushin no Jutsu!" Apparently she was inspired to roll a straight-class ninja with the Trickery Devotion feat. And be Naruto, or something. I'm just glad she games with me, at this point.
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2009-08-13, 02:18 PM (ISO 8601)
- Join Date
- Mar 2009
Re: Travel Domain Minus Teleportation
Dim. Door -> Locate creature
Teleport -> Overland Flight
Greater Teleport -> Ethereal Jaunt
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2009-08-13, 02:30 PM (ISO 8601)
- Join Date
- Feb 2008
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2009-08-13, 05:17 PM (ISO 8601)
- Join Date
- Mar 2006
- Location
Re: Travel Domain Minus Teleportation
There's no need to get hung up on the fact that Plane Shift is in the Teleportation subschool. Leave it in.
I can see why, given your stated reasons (lengthy travel times), you might not want to include Tree Stride. However, Plane Shift leaves the user(s) anywhere between 5 and 500 miles away from their intended destination (perhaps oddly, they can never land precisely at their intended destination) so you don't have to worry about people using two Plane Shifts to replicate a Teleport.
If you leave in Plane Shift then you leave in the option of visiting other planes... but without the Teleport spell anyone using Plane Shift will have to be prepared for the fact that when they return to the Material Plane they may face a 500 mile walk home.
Doesn't that sound like exactly the sort of difficult choice you want to make people make? (None of this applies to Greater Plane Shift of course. Ditch that.)
Sure there's still the possibility of a villain Plane Shifting his way out of trouble... But you admit yourself that you can whisk your recurring NPCs out of harm's reach without teleportation if necessary. If it bothers you that much, make Dimensional Anchor and Dimensional Lock each one level lower, since without teleportation they are now more limited in scope.If a tree falls in the forest and the PCs aren't around to hear it... what do I roll to see how loud it is?
Is 3.5 a fried-egg, chili-chutney sandwich?