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*Pathfinder & Starfinder
An end to scry-buff-teleport?
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<blockquote data-quote="Al'Kelhar" data-source="post: 3879754" data-attributes="member: 7884"><p>In my campaign:</p><p></p><p><em>Teleport</em> and <em>greater teleport</em> have a <u>location stone</u> as a spell component. A location stone is a gemstone of at least 500gp value (for <em>teleport</em>) or 1000gp value (for <em>greater teleport</em>) which has had the <em>teleport target</em> spell cast on it.</p><p></p><p><em>Teleport target</em> is a Sor/Wiz 3, Travel 3 spell which "ties" a gemstone to a physical location. It has a 1 hour casting time. Any interruption of the caster during that 1 hour causes the spell to fail.</p><p></p><p>When you cast a <em>teleport</em> or <em>greater teleport</em> spell, you don't get to choose the location <em>per se</em> - you get teleported to the location to which the location stone used as the spell component is tied.</p><p></p><p>If you use a location stone that you have created, there is no risk of a mishap. If you use a location stone that someone else has created, you roll on the mishap chart.</p><p></p><p>So if you want to teleport into the BBEG's lair - you have to have already been there, and stayed immobile in one spot for at least 1 whole hour. Or you have to have acquired a location stone tied to somewhere in the BBEG's lair by someone else (which involves a chance of mishap, and who knows exactly what location the location stone is <em>actually</em> tied to? An iron cage suspended above a lake of boiling lava, perhaps?).</p><p></p><p>And what happens if your wizard dies and the BBEG or his minions gets hold of all the location stones in his spell component pouch?...</p><p></p><p><em>Teleport</em> retains its 100 mile/level range, but in addition it is a Personal spell, i.e. only the caster can teleport. <em>Greater teleport</em> has a target of "You and 1 creature per 3 levels", with Large creatures counting as 2 creatures, Huge creatures as 4, etc. That is, to teleport your whole party, you have to use <em>greater teleport</em>.</p><p></p><p>All creatures with "<em>greater teleport</em> (self plus 50 pounds of objects only)" as a spell-like ability instead have "<em>dimension door</em> (self plus 50 pounds of objects only)". They can still hop around in the local area as much as they want, but can't exactly travel long distances.</p><p></p><p>Finally, all creatures teleported by <em>teleport</em> and <em>greater teleport</em> are dazed for 1 round at the end of their journey.</p><p></p><p>In short, <em>teleport</em> and <em>greater teleport</em> have become good ways for the wizard or the party to run back to their base of operations when things go wrong, but they can't be used offensively as the end part of the S-B-T routine.</p><p></p><p>I've put in place similar limitations on the cleric and druid Conjuration (teleport) spells, and so far the scheme is working like a charm.</p><p></p><p>Cheers, Al'Kelhar</p></blockquote><p></p>
[QUOTE="Al'Kelhar, post: 3879754, member: 7884"] In my campaign: [i]Teleport[/i] and [i]greater teleport[/i] have a [u]location stone[/u] as a spell component. A location stone is a gemstone of at least 500gp value (for [i]teleport[/i]) or 1000gp value (for [i]greater teleport[/i]) which has had the [i]teleport target[/i] spell cast on it. [i]Teleport target[/i] is a Sor/Wiz 3, Travel 3 spell which "ties" a gemstone to a physical location. It has a 1 hour casting time. Any interruption of the caster during that 1 hour causes the spell to fail. When you cast a [i]teleport[/i] or [i]greater teleport[/i] spell, you don't get to choose the location [i]per se[/i] - you get teleported to the location to which the location stone used as the spell component is tied. If you use a location stone that you have created, there is no risk of a mishap. If you use a location stone that someone else has created, you roll on the mishap chart. So if you want to teleport into the BBEG's lair - you have to have already been there, and stayed immobile in one spot for at least 1 whole hour. Or you have to have acquired a location stone tied to somewhere in the BBEG's lair by someone else (which involves a chance of mishap, and who knows exactly what location the location stone is [i]actually[/i] tied to? An iron cage suspended above a lake of boiling lava, perhaps?). And what happens if your wizard dies and the BBEG or his minions gets hold of all the location stones in his spell component pouch?... [i]Teleport[/i] retains its 100 mile/level range, but in addition it is a Personal spell, i.e. only the caster can teleport. [i]Greater teleport[/i] has a target of "You and 1 creature per 3 levels", with Large creatures counting as 2 creatures, Huge creatures as 4, etc. That is, to teleport your whole party, you have to use [i]greater teleport[/i]. All creatures with "[i]greater teleport[/i] (self plus 50 pounds of objects only)" as a spell-like ability instead have "[i]dimension door[/i] (self plus 50 pounds of objects only)". They can still hop around in the local area as much as they want, but can't exactly travel long distances. Finally, all creatures teleported by [i]teleport[/i] and [i]greater teleport[/i] are dazed for 1 round at the end of their journey. In short, [i]teleport[/i] and [i]greater teleport[/i] have become good ways for the wizard or the party to run back to their base of operations when things go wrong, but they can't be used offensively as the end part of the S-B-T routine. I've put in place similar limitations on the cleric and druid Conjuration (teleport) spells, and so far the scheme is working like a charm. Cheers, Al'Kelhar [/QUOTE]
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An end to scry-buff-teleport?
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