A Spell for Travel???

What book is worldwalk in? That it's a core spell doesn't really matter...I let other WotC and certain 3rd party stuff in as long as I deem it balanced...
 

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As I said, "previous editions" - it's a 2nd ed. spell from the Forgotten Realms hardcover (the one with the unicorn rider if you are familiar with the old stuff). I believe it was reprised with the 2nd ed. FR boxed set as well. I've no idea why it wasn't translated to 3rd, it was a pretty spiffy but not overpowered spell - it was kind of like teleport with a look see first so you didn't accidentally walk between two clashing armies, and you had 1 minute where you and anyone else could just walk through.

I have way too much D&D stuff...but then, I've been at this since I was 9...and now I'm in my third decade of life, oy...old gamer syndrome.

The One Warlock
 


Sorry, I tend to not care about editions if I like something - I can always port it myself. I believe, though don't quote me, it was either 8th ot 9th level. That feels right, but I can't be sure off the top of my head.

Though that brings up a point for the thread in general -
The DMG is not the only list of magic items you can make, QD, why don't you simply research and craft a stronghold class wondrous magic item that is imbued with Teleport w/o Error/Greater Teleport - it should do the the same thing, though I'm sure there are some physical logistics to figure out with your Antimagic Sigil trap's area of effect.

The One Warlock
 

The_One_Warlock said:
Sorry, I tend to not care about editions if I like something - I can always port it myself. I believe, though don't quote me, it was either 8th ot 9th level. That feels right, but I can't be sure off the top of my head.

Though that brings up a point for the thread in general -
The DMG is not the only list of magic items you can make, QD, why don't you simply research and craft a stronghold class wondrous magic item that is imbued with Teleport w/o Error/Greater Teleport - it should do the the same thing, though I'm sure there are some physical logistics to figure out with your Antimagic Sigil trap's area of effect.

The One Warlock
We don't have a lot of time... The_Universe, my DM, is really good about letting us create spells and magic items (among other things)...

Was just hoping to find something that already existed as we've got to imprison these mages quickly and don't have the time to spend trying to make a new magical item...
 

The_One_Warlock said:
As I said, "previous editions" - it's a 2nd ed. spell from the Forgotten Realms hardcover (the one with the unicorn rider if you are familiar with the old stuff). I believe it was reprised with the 2nd ed. FR boxed set as well. I've no idea why it wasn't translated to 3rd, it was a pretty spiffy but not overpowered spell - it was kind of like teleport with a look see first so you didn't accidentally walk between two clashing armies, and you had 1 minute where you and anyone else could just walk through.

I have way too much D&D stuff...but then, I've been at this since I was 9...and now I'm in my third decade of life, oy...old gamer syndrome.

The One Warlock
If you have the book handy, I would love a basic description of the spell... assuming it would be pretty easy to convert to 3.5 if necessary..

If not, don't worry about it... the help you've provided has been really really beneficial! :D
 

Ah, villains, always rushing here and there, messing up a hero's timelines. Got it.

It is a tough one. Mages being the tricky folk that they are. What about looking at it from a different perspective, somehow using Dimensional Anchor or Lock to prevent their escape then a good, swift boot in the arse into the prison chamber (or down the pit, or whatever).

The One Warlock

EDIT: Unfortunately, I'm at work and don't have the books at the moment. But if I can dig it out tonight at home, I'll post. A quick google search noted it mentioned in an EN World story/rp thread from 2003 - Return of the Heros From Vilhon.
 
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The_One_Warlock said:
Ah, villains, always rushing here and there, messing up a hero's timelines. Got it.

It is a tough one. Mages being the tricky folk that they are. What about looking at it from a different perspective, somehow using Dimensional Anchor or Lock to prevent their escape then a good, swift boot in the arse into the prison chamber (or down the pit, or whatever).

The One Warlock
The prison is a VERY VERY long way away from where we are (located at our groups HQ... we're out adventuring while the little town that has sprung up around us fends for itself). We've found them, much too close for comfort, in territory that holds a very special weapon that we're looking for. So, we need to get them out of our hair ASAP so that we can find that weapon before they stumble on it.
 


Understood. Bastion Press posted a freebie spell on their site a year or two back - it's a high level teleport block with a massive radius. I can't remember the name though, began with "M" I think. But if you could track them down and drop something like that, at least you could insure a no easy getaway fight with them.

Sounds like you have to set up quite the hook to catch these guys, complicated by time issues. Nice conundrum...chuckle.

The One Warlock
 

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