Alternative Teleportation Idea [Archive] - Wizards Community

Post/Author/DateTimePost
Illion the Red

11-30-05, 09:19 AM
Teleportation Through an Alternate Transitive Plane

A problem commonly encountered by DMs as the PCs start getting into higher levels involves their ability to teleport to virtually any destination at will. To counter this ability, many a BBEG has layered elaborate spells on his or her stronghold. Does it work? Sure thing. Is it reasonable? In game terms, yes, but in a greater perspective, perhaps not.

This is why I developed a slightly different planar structure for my Campaign that adds a bit of risk to teleportation magic. Instead of the common transitive plane being the Astral Plane, it is instead a plane of pure chaos. This plane is the true source of all “wild” effects such as wild magic or wild psionics. The plane is a turbulent gallimaufry of effects and travel through this plane has inherent dangers, and potential benefits.

Essentially, any creature that travels through this plane has a chance to be affected by the plane’s chaos, including summoned creatures. The effects vary based on the power of the spell/power/ability used to travel through the plane – the more powerful the magic, the lesser the risk.

Spell Levels 7-9 are affected as follows:

01-02 -1d4 Strength
03-04 -1d4 Dexterity
05-06 -1d4 Constitution
07-08 -1d4 Intelligence
09-10 -1d4 Wisdom
11-12 -1d4 Charisma
13-89 No Effect
89-90 +1d4 Strength
91-92 +1d4 Dexterity
93-94 +1d4 Constitution
95-96 +1d4 Intelligence
97-98 +1d4 Wisdom
99-100 +1d4 Charisma

Spell Levels 4-6 are affected as follows:

01-04 -1d6 Strength
05-09 -1d6 Dexterity
10-14 -1d6 Constitution
15-19 -1d6 Intelligence
20-24 -1d6 Wisdom
25-29 -1d6 Charisma
30-69 No Effect
70-74 +1d6 Strength
75-79 +1d6 Dexterity
80-84 +1d6 Constitution
85-89 +1d6 Intelligence
90-94 +1d6 Wisdom
95-100 +1d6 Charisma


Spell Levels 0-3 are affected as follows:

01-06 -1d8 Strength
07-12 -1d8 Dexterity
13-18 -1d8 Constitution
19-24 -1d8 Intelligence
25-32 -1d8 Wisdom
33-38 -1d8 Charisma
39-64 No Effect
65-70 +1d8 Strength
71-76 +1d8 Dexterity
77-82 +1d8 Constitution
83-88 +1d8 Intelligence
89-94 +1d8 Wisdom
95-100 +1d8 Charisma



The effects last for one hour after transit. This makes teleporting directly into an imminent combat situation risky, but using teleportation to get from place to place should not pose significant risk unless someone involved has a Constitution less than 8 and are using some form of transportation of less than 4th level.

The transitive plane in this case replaces the Astral Plane for effects that use the Astral Plane for travel. This has no effect on the Ethereal and Shadow Planes and spells, powers, or abilities that utilize the Ethereal Plane function normally.
coldreboot

11-30-05, 09:24 AM
I know it's probably a swearword around here, but this reminds me of the GW Warhammer style of magic. Where magic is inherently evil and overuse can risk the magic-user being pulled into the 'warp' or planes and ravanged by demons or mentally damaged somehow.
clarkvalentine

11-30-05, 09:38 AM
I know it's probably a swearword around here, but this reminds me of the GW Warhammer style of magic.

I love WFRP! Its magic system was a bit wonky, but it was certainly flavorful. I haven't played the new edition yet, so they may have fixed it.

As far as the OP goes, the teleport thing sometimes bugs me as well. This is an interesting way to deal with it - I'm not sure if I could really comment in detail on it without playtesting it, but it seems worth trying out. Although it seems you have the spell levels backwards? Or did I misunderstand?

Edit: No, not backwards. Gotcha.
Illion the Red

11-30-05, 10:44 AM
The system is "working" so far, but the PCs aren't up to the level where they can make ready use of such magic regularly. They don't specifically know what the rolls are for, but they do know that wizards seem to be very reluctant to do much (if any) teleportation in this world. They don't work with summoned creatures all that much either, so the "testing" isn't all that effective yet. That's why I was hoping for others to chime in and let me know what they thought about it.
Chobemaster

11-30-05, 10:51 AM
Certainly it's original. I'm not sure I like ability score changes as the effects of "exposure to wild chaos" though, or at least, the sole effect. Maybe random spell effects applied to the travellers...you could model the "dampening" effect of the higher level travel spells by using a table of lower-level effects.

You could still include the ability buffs (perhaps modified to either add or subtract points, like d8-4), other minor buffs and reverses, faerie fire, light and darkness effects, etc. I'd probably make it heavy on alteration (maybe SOLELY alteration) effects.
Illion the Red

11-30-05, 11:18 AM
Certainly it's original. I'm not sure I like ability score changes as the effects of "exposure to wild chaos" though, or at least, the sole effect. Maybe random spell effects applied to the travellers...you could model the "dampening" effect of the higher level travel spells by using a table of lower-level effects.

You could still include the ability buffs (perhaps modified to either add or subtract points, like d8-4), other minor buffs and reverses, faerie fire, light and darkness effects, etc. I'd probably make it heavy on alteration (maybe SOLELY alteration) effects.

Interesting take on it. It's a bit more complex than I had originally envisioned, but as with most ideas, they tend to get more complicated as time passes. It would take a bit of time to put together the lists of effects, but that might be fun.

I still want to keep the ability changes in there, but I do like you "d- " approach. I'd hate to have to dig out the d16 though :)
Chobemaster

11-30-05, 01:10 PM
Interesting take on it. It's a bit more complex than I had originally envisioned, but as with most ideas, they tend to get more complicated as time passes. It would take a bit of time to put together the lists of effects, but that might be fun.

I still want to keep the ability changes in there, but I do like you "d- " approach. I'd hate to have to dig out the d16 though :)

Especially if you wanted to stick with the "use even number" theory of ability score modification use d8 x2 ;)