Color Lloyd's Planar Beacon PEACH [Archive] - Wizards Community

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Endarire

07-18-06, 12:13 AM
Lloyd's Beacon
Conjuration (Teleportation)
Level: Sor/Wiz4
Components: V, S
Casting Time: See text
Range: Unlimited
Duration: Instantaneous; see text
Saving Throw: No
Spell Resistance: No
Lloyd's Beacon functions as Lloyd's Planar Beacon but does not allow planar travel. Beacons created with Lloyd's Planar Beacon are shared with Lloyd's Beacon meaning you can recall to them with Lloyd's Beacon, though only ones on your current plane are accessible with this lesser version.

Lloyd's Planar Beacon
Conjuration (Teleportation)
Level: Sor/Wiz6
Components: V, S
Casting Time: See text
Range: Unlimited
Duration: Instantaneous; see text
Saving Throw: No
Spell Resistance: No
There are two modes to the spell, the anchor and the recall. Regardless of the mode, beacons are subject to dimensional anchor, dimension lock, and all effects blocking planar travel.

Anchor: You must first cast this spell to set an anchor point on a place you have physically visited, or, at DM's discretion, one you have not physically visited but can picture vividly and otherwise describe well such as a place you have seen in a dream. Attempting to recall with no anchor set will cause the spell to fail. If this anchor point lowers in familiarity, such as from being placed in your laboratory then visiting your lab to find it burned down, you will need to set a new anchor point. (See the teleport chart for details.) You may only have one anchor point per two caster levels to a maximum of 10. If your caster level decreases to a point where you are storing more anchor points than you normally could, such as being affected by negative levels, you may access all your current anchor points and override previous ones, but may not make new points. If you wish to overwrite a previous anchor point, you may do so by casting the anchor portion of this spell.
Anchor points are purely individual. A scroll, staff, or other Lloyd's Planar Beacon item will only allow you to access your anchor points. Anchor points last indefinitely, and since they're personal, there is no residual magic in the anchored area.
Anchor points made with Lloyd's Beacon are shared with Lloyd's Planar Beacon since the spells are linked.
When anchoring a location, the casting time is 1 minute.

Recall: You can transport up to one willing creature and all items it carries per three caster levels to one of your anchor points on any plane so long as none of those creatures involved carries more than his maximum load, and you may exclude yourself. A large creature counts as two small creatures , a huge as two larges, etc. At casting time, all creatures must be touching each other, such as in a ring structure, and must be in contact with you. You must have set at least one anchor point before casting recall or the spell will fail. Like with plane shift and teleport, once the spell is cast, all targets must find a way back if they wish to return to the point of casting.
If recalling would have you activate forbiddance, you still must, if appropriate, supply the correct password to teleport in; otherwise, you are locked out of the area.
If recalling would place you in a solid material, such as a wall of stone or metal, you instead are jutted out of the way taking d6 damage per 5 feet moved. You may choose the direction of your movement.
When recalling, the casting time is 1 standard action.

-EE
CantripN

07-18-06, 01:29 AM
Might and Magic, eh? ;)
Anyhow, nice spell. A bit low level. Putting the 6th level one at 7th and removing the other should work. Remember this is with Unlimited range and has no error chance. I'd add a material component like the one in spells like Forbiddane. Maybe an XP cost for making the spell work anywhere (ignoring Forbiddance). Oh, and casting the Anchor should be a ritual, lasting hours/days/minutes/more than 1 round.
Endarire

07-18-06, 03:45 AM
In D&D, Lloyd's Beacon serves as a poor man's teleport. I made them 1 level lower than teleport and plane shift & greater teleport because TP and PS allow you to go practically anywhere while LPB & LB require an anchor. Range is rarely a factor since 100 miles per caster level with teleport will probably get you there, if not there and back in two castings, while greater teleport has no range limit.

I realize now I did not include a scrambling clause in LB, but it does not seem useful enough to warrant that. I feel these are balanced at their current spell levels, but I'm open to more opinions.

-EE
CantripN

07-18-06, 04:14 AM
You are missing the point in the Unlimited range. It means it works across planes, unless stated otherwise. It's immensly powerful to transport with precision across the planes. Plane Shift can't do that. Only Gate can. Also, remving the Somatic component means you can cast this in a grapple, unlike a normal Teleport/Plane Shift/Greater Teleport/Gate. You're essentially applying Still spell to this. Also, these sorts of things usually require a material component to anchor, or even XP, as it's essentially a Save point.
Endarire

07-18-06, 04:21 AM
My point was that in most cases you had to have visited the place first. Quick and accurate travel to a place sans gate usually requires plane shift and greater teleport. I mean you no offense, Cantrip, but what do others think of this?

-EE
cwslyclgh

07-18-06, 04:28 AM
they should be higher level... I can see the lesser version being 5th the same level as teleport... because you give up the error chance for having to have been there before... the greater one that allows planar travel I would say should be around 8th level... going directly to where you want to go on a different plane, not having to pass go and collect your 200 dollars is a horrendously powerful ability, even if you have laready been to that location before... I could see it as a 7th level spell if there waqs some chance of a minor mishap or something...
Endarire

07-19-06, 07:39 PM
It's one beacon per two levels now, plus I clarified some things.

-EE
green_yawgmoth

07-20-06, 08:54 AM
I read that as planar bacon, which is just really odd. @_@;

The spells look pretty good to me; remind me of Farore's Wind from OoT. I never used Farore's Wind. <.<


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