Advanced Teleportation Magic [Archive] - Wizards Community

Post/Author/DateTimePost
*Truean*

01-17-05, 10:39 PM
Hi,

Timing is everything....

That said, if it takes you an hour to get somewhere by walking, then if you could "teleport" to that location instead of walking and be there instantly, you have just created an "hour." This is true because otherwise you'd have spent that hour getting there.... Along the same lines of logic, when applied to combat, the placement of a weapon (be it a blade, a projectile weapon, or even having a mage in the proper position to cast a spell effectively) effectively determines how a combat will end. Better stated, it can keep one from beginning.... In other words controling location of matter (people, things, etc) is at times the same as controling time. This brings me back to my original point: timing is everything....

The true power of magic is not in force or manipulation; it is in teleportation.

I wanted to create a specail order of mages that use mainly teleportation.
I would like to find a way to create non lethal magic that uses teleportation for use in my game world. If possible, I'd like these spells to be balanced for use in general games as well. While I'm at it, it'd be nice if at least some of these spells could be fairly low level. These could include-

A spell that:

1) takes away an enemy's weapon (even for a short while) through displacing it. The same could be said of any piece of equipment.

2) removes an enemy from combat for a short time (again non lethal)

3) general (if limited) teleportation

4) defensive teleportation magic (the crossbowbolt flies towards me and is teleported away....)

5) "tactical teleportation" teleportation used to reposition a key figuire (fighter/rogue). This may ultimately be slightly less non leathal in the end

6) "passing teleportation" giving materals to different individuals (potions, etc) overall this could be expanded or form transportation networks.

7) any other suggestions

I'm looking for any questions/comments/submissions for possible spells. I understand that staying teleportation (a powerful concept) and "possible low level spells" doesn't mix in a lot of people's minds. However, that's the beauty of the concept of "game balance." Giving a mage an extra spell per level per spell level sounds crazy, but not if you make the mage select a prohibited school.... In other words, powerful abilities can be offset by forcing limitations. etc etc....

Any information welcome....

Truean
Racinante

01-17-05, 11:52 PM
Most of these all ready exist in the Expanded Psionics Handbook.

1) Retrieve: 6th level
2) Time Hop: 3rd level
3) Dimension Slide: 3rd level (PW)
Dimension Door: 4th level
4) (Mage Armor and Deflection bonus generaters are good here)
5) Dimension Swap: 2nd level (PW)
6) Call Weaponry: 1st level (PW) (limited verson, could be modified for items to teleport away)
7) Teleport Trigger: 5th level
Detect Teleportation: 1st level
Trace Teleport: 4th level
Divert Teleport: 7th level
Baleful Teleport: 5th level
Time Regression: 9th level

All are in the SRD.
*Truean*

01-18-05, 12:38 AM
While that's true to a degree, the key in your post was "psionics." I appreciate the fact that you responded, but I was looking more towards creating a "mage" (wizard/sorcerer) who focused almost exclusively upon teleportation magic (perhaps even exclusively).

Would it be right to simply make those psion powers mage spells of the same level?

Also, I can't believe that the subject of teleportation can onlt be limited to 13 spells most of which are mid to high level. Is there a way to adjust them to make these spells lower level? Perhaps shorter durations, benefits to enemies when you cast them, shortened ranges, spell selection limitationsm, random chances for "bad things" to happen, special penalties (which could be anything). I also noticed that some of those spells dealt more with "time" than "teleportation: time hop and time regression mainly."

looking for further creative ideas
truean
Racinante

01-18-05, 09:42 AM
While that's true to a degree, the key in your post was "psionics." I appreciate the fact that you responded, but I was looking more towards creating a "mage" (wizard/sorcerer) who focused almost exclusively upon teleportation magic (perhaps even exclusively).

Would it be right to simply make those psion powers mage spells of the same level?
Between that and trying to create new spells that essentially do the same thing, why not? Why re-invent the wheel?


Also, I can't believe that the subject of teleportation can onlt be limited to 13 spells most of which are mid to high level. Is there a way to adjust them to make these spells lower level? Perhaps shorter durations, benefits to enemies when you cast them, shortened ranges, spell selection limitationsm, random chances for "bad things" to happen, special penalties (which could be anything).

I never meant to imply that this was all there was or could be. Just trying to cut some time off of your development efforts.

I also noticed that some of those spells dealt more with "time" than "teleportation: time hop and time regression mainly."

looking for further creative ideas
truean
Time travel = teleporting through time instead of space. Fits fine, in my opinion.
Keenath

01-18-05, 06:23 PM
Keep in mind that you should probably adjust the levels of the psionic
powers if you convert them to magic -- arcane magic tends to be somewhat
stronger than psionic powers, by about one level, and arcane magic scales
by caster level without spending anything extra, as Psionic augmentation
does.

In other words: A psionic fireball is a 4th level spell, and requires you
to augment it to get extra damage dice, which is equivalent to increasing
the spell level. Take this into account when converting back to arcane.
Of course, if you're going for a PRC, you'll want them to be spell-like
abilities rather than actual spells, or else make a special spell list for
this PRC.

How does this look, by the way?

Displace Object
Conjuration (Teleportation)
Level: Sor/Wiz 2
Range: Close (25 feet + 5 feet/2 levels) (see text)
Target: One object of up to 1 lb./level and 1 cu. ft./level
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)

You cause the targetted object to instantly teleport a short distance in a
random direction. Roll 1d8 to determine the direction of the
teleportation, with 1 being toward the caster and 2 through 8 counting
clockwise around the target. (Thus, 5 is directly away from the caster.)
The object moves five feet per caster level, with a maxium of 50 feet at
10th level.

Unattended, nonmagical items get no saving throw to avoid this displacement
effect. Unattended magical items may make a will save as if they were
going to take damage from the spell (with a bonus equal to 2+ one-half
caster level).

If this spell targets an object in a creature's posession, the creature
makes a will save to avoid the effect. If the target is an object in a
creature's posession and is also magical, the creature gains a bonus to its
will save equal to half the caster level of the object.

*****

I'm not real sure about that last bit, giving a save bonus if you try to
affect a magical object that is also in a creature's posession. I feel
like otherwise it'd be too easy to disarm the BBEG's superweapon, but...
well... it might also make it too weak, considering that this is a 2nd
level spell. What do you all think?
*Truean*

01-18-05, 08:30 PM
Well, that little second level spell was awesome. Dare I say that might even be worth a "Kudos." As for the bebg's super weapon, I'm willing to bet that i't magical and hence gets it's own save vs. a spell.... I could of course be wrong....

Good stuff overall. Ask yourself: "How can you resort to violence, with no weapons?"

Can anyone else see an advanced race who hates violence simply casting a spell and depriving a "primative" group of sword weilders of their blades?

Actually, that would bring me to another point: is is possible to make a "mass" version of that spell (higher level, affects more targets)?

Later
Truean
Keenath

01-18-05, 10:42 PM
Well, that little second level spell was awesome. Dare I say that might even be worth a "Kudos." As for the bebg's super weapon, I'm willing to bet that i't magical and hence gets it's own save vs. a spell.... I could of course be wrong....
Hum. I'd have to go read the rules much more closely, but I was under the impression that you only got one save, no matter what -- but on the other hand, I guess that would mean a weilded magic item and a weilded mundane item would be the same, which is odd on its own.

So... How DOES it work? Let's say I'm a fighter with a magic blade, and a wizard casts Disintigrate on my sword. Do I save first, then the sword saves? Or does the sword save on its own, but I don't? Or do I save, but the sword doesn't? How does this interact if the sword were mundane?

Actually, that would bring me to another point: is is possible to make a "mass" version of that spell (higher level, affects more targets)?
I'm sure it would be possible. It's possible to make a mass version of just about anything! Heh.
Edit: Actually, come to look at it, I'm not sure it WOULD be that easy. Since you're picking an object and limited by the size of the object, I'm not sure. As is, the spell works on ANYTHING you want, not just weapons and armor or something. You could displace a rock or a table if you wanted...
Maybe if I have it affect up to one item per two levels within an area of effect, with a total mass of no more than 10 lbs/level... I dunno, that seems too complicated. I'll think about how to disarm an expeditionary force of barbarians all at once.

Actually, I just remembered that I forgot to add a paragraph to the spell, specifying that if the displacement would land it inside an object, it drops out on the ground earlier than its maximum distance.
Keenath

01-18-05, 10:54 PM
Okay, having examined the saving rules... let me rewrite this a bit. All the 'how this spell interacts with objects, magic objects, and being unattended' stuff is handled by the definition of the (object) thing on the saving throw line. (To wit: It saves with the weilder's bonus unless its own is better or it's unattended, and unattended nonmagic items get no save.) I decided to ditch the special save bonus, on the theory that a 2nd level spell is so easy to save against, if you fail it and lose your superweapon, you didn't deserve a superweapon to start with.

Displace Object
Conjuration (Teleportation)
Level: Sor/Wiz 2
Range: Close (25 feet + 5 feet/2 levels) (see text)
Target: One object of up to 1 lb./level and 1 cu. ft./level
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)

You cause the targetted object to instantly teleport a short distance in a
random direction. Roll 1d8 to determine the direction of the
teleportation, with 1 being toward the caster and 2 through 8 counting
clockwise around the target. (Thus, 5 is directly away from the caster.)
The object moves five feet per caster level, with a maxium of 50 feet at
10th level. If this movement would end within a solid object, the target object travels less than its maximum distance and appears in the nearest open space along that line. If there is no open location along that line, it drops to the ground at its owner's feet.
TheAmethystDragon

01-19-05, 03:49 PM
Some additional teleportation based spells can be found on my site under Magic > Aenean Spells

Level 1:
Lesser Translocation

Level 2:
Oculus' Disrobing Eyes
Quillin's Stealthy Arrow

Level 3:
Always Behind
Remove Mineral
Strike At Thy Master
Translocation

Level 4:
Teleporting Whirlwind

Level 5:
Greater Translocation
Phoenix's Grasping Talons

http://www.amethyst-dragon.com/Aenea/TopFrame/aenea2.gif
http://www.amethyst-dragon.com/Aenea/TopFrame/aenea.gif (http://www.amethyst-dragon.com/Aenea)

Original Spells: 358 and counting
Original Items: 27 and counting

www.amethyst-dragon.com/Aenea (http://www.amethyst-dragon.com/Aenea)
http://www.amethyst-dragon.com/Aenea/TopFrame/aenea2.gif
- All spells, items, and concepts in Aenea use 3.0 rules.
- Spells listing a domain are either domain spells or normal
spells that appear on the spell list of clerics with that domain.
http://www.amethyst-dragon.com/Aenea/TopFrame/aenea2.gif
*Truean*

01-20-05, 12:40 AM
TheAmethystDragon,

I'd like to say that the spells posted on that site, or at least the small minority I've seen, are great. Does anyone have permission to use them?

Later
Truean
[GSV] Kirstar

01-20-05, 04:18 AM
it deff sounds like your making a PrC

for a teleportation specialist class i would do the following


make it a 10 level class.

give the portation mage the equiv of spell mastery but only for teleportation spells, and increase which spells are added as they gain level.

allow the portation mage extra weight, distance, targets to be effected as they increase in level. eg extra targets of teleportation.

allow them either a reroll or a modifier to the failure % for teleportation.
TheAmethystDragon

01-20-05, 02:36 PM
I'd like to say that the spells posted on that site, or at least the small minority I've seen, are great. Does anyone have permission to use them?

Feel free to use any of the spells on my site for your own campaign. I merely ask that if others in your game ask where they came from, you send them along to my site.

http://www.amethyst-dragon.com/Aenea/TopFrame/aenea2.gif
http://www.amethyst-dragon.com/Aenea/TopFrame/aenea.gif (http://www.amethyst-dragon.com/Aenea)

Original Spells: 358 and counting
Original Items: 27 and counting

www.amethyst-dragon.com/Aenea (http://www.amethyst-dragon.com/Aenea)
http://www.amethyst-dragon.com/Aenea/TopFrame/aenea2.gif
- All spells, items, and concepts in Aenea use 3.0 rules.
- Spells listing a domain are either domain spells or normal
spells that appear on the spell list of clerics with that domain.
http://www.amethyst-dragon.com/Aenea/TopFrame/aenea2.gif
Zitchas

01-20-05, 03:20 PM
Nice concept, I've always been a bit disapointed in the Wayfarer Guide's lack of substance. It's nice, but... 3 levels. Not exactly a big "teleportation focused PrC". An alternate idea for your PrC would be to extend WG up to 10th. It's not exactly what you're looking for, but it IS an idea. If such a PrC were to exist, it would probably be closely associated with WG, as they are the more practical application thereof. The one's the practical, the other is the theoretical.

Other ideas for benefits:
- Closer to the target: When determining the location of arrival of teleport subtract the PrC's lvl from the %d roll. (which moves it closer to being perfect by 1 to 10%)

- Sending teleport: Teleport spells that normally apply to the caster and passengers may also be soly applied to a target. (replaces range:personal and touch with range:personal or touch) Requires a touch attack if target is hostile.

- Directional control: teleport spels that randomly teleport a target instead are directed by the caster. Mass teleports are collectively directed, not individually.

- Sense Teleport: PrC knows whenever a teleport begins or ends within 10'/PrC level of him, and roughly which direction and how far away, and whether it is an arrival or departure. He does not know where it went or came from.

- Redirect teleportation: Any teleport ending within 5'/PrC level can be redirected by the PrC by up to 5'/2 PRC levels.

- Delay teleportation: Any teleport ending within 5'/PrC level can have it's arrival delayed by 1 round per PrC level.

- Powerfull Teleport: Treat dimensional anchor and similar teleporation blocking effects to be area SRs specific against teleport/dimension effects. SR equal to spell level+caster level. Spell penetration applies as normal.

- Precast teleport: PrC can cast a teleport but delay it's activation for up to 1 round/2 PrC levels. Additional passengers can be acquired in this time. (eg. cast teleport to escape, then have your companion run up and be touched, and thus included)


Of course, all these could be applied to any teleport/dimensional travel type spells, and some (redirect/delay) could feasibly be also used on summonings and possibly even gates.
[GSV] Kirstar

01-21-05, 04:20 AM
those powers are good.

you will need to add some sort of penalty to the PrC to make it balenced