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Do you house rule teleport?
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<blockquote data-quote="Sammael" data-source="post: 2221475" data-attributes="member: 4475"><p>Yup.</p><p></p><p><strong>Teleport</strong></p><p>Conjuration (Teleportation) [Planar, Astral]</p><p><strong>Level:</strong> Sor/Wiz 5, Travel 5</p><p><strong>Components:</strong> V</p><p><strong>Casting Time:</strong> 1 standard action</p><p><strong>Range:</strong> Personal and touch</p><p><strong>Target:</strong> You and touched objects or other touched willing creatures</p><p><strong>Duration:</strong> Instantaneous</p><p><strong>Saving Throw:</strong> None and Will negates (object)</p><p><strong>Spell Resistance:</strong> No and Yes (object)</p><p></p><p>This spell instantly transports you to a designated destination, which may be as distant as 100 miles per caster level. Interplanar travel is not possible. You can bring along objects as long as their weight doesn’t exceed your maximum load. You may also bring one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load) or its equivalent (see below) per three caster levels. A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth. All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you. As with all spells where the range is personal and the target is you, you need not make a saving throw, nor is spell resistance applicable to you. Only objects held or in use (attended) by another person receive saving throws and spell resistance.</p><p></p><p>You must have some clear idea of the location and layout of the destination. The clearer your mental image, the more likely the teleportation works. Areas of strong physical or magical energy may make teleportation more hazardous or even impossible.</p><p></p><p>You must mentally plot a path to your destination through the Astral Plane. In order to successfully plot the course and teleport to it, you must make a Spellcraft check. The base DC of this check is 25, modified as follows (additional circumstance modifiers may apply):</p><p></p><p>• Heighten Spell feat is applied: -5 for each level beyond 5th</p><p>• You can currently view the destination (either normally or magically): -10</p><p>• You increase the casting time to </p><p>o 1 full round: -5</p><p>o 1 minute: -10</p><p>o 10 minutes: -15</p><p>o 1 hour: -20</p><p>o 1 day: -25</p><p>o 1 tenday: -30</p><p>o 1 month: -35</p><p>o 1 year: -40</p><p>• The destination’s familiarity is</p><p>o very familiar: +0</p><p>o studied carefully: +5</p><p>o seen casually: +15</p><p>o viewed once: +25</p><p>o description: +40</p><p></p><p>If the casting time is prolonged beyond 1 hour, the caster needs a fairly quiet, comfortable, and well-lit place in which to concentrate. Any place suitable for preparing spells is fine. The caster works for 8 hours each day. He cannot rush the process by working longer each day. The days need not be consecutive, and the caster can use the rest of his time as he sees fit.</p><p></p><p>If you have 5 or more ranks in Knowledge (The Planes), you get a +2 synergy bonus on this Spellcraft check.</p><p></p><p>Very familiar is a place you have been very often and where you feel at home.</p><p></p><p>Studied carefully is a place you know well, either because you have been there often, or because you have purposefully spent several hours remembering details about it, possibly viewing it using magical means.</p><p></p><p>Seen casually is a place you have visited or viewed magically once or twice for at least an hour.</p><p></p><p>Viewed once is a place you have briefly seen once, possibly using magic.</p><p></p><p>Description is a place whose location and appearance you know through someone else’s description, perhaps even from a precise map.</p><p></p><p>If you fail the check by 5 or less, you appear in a random place which is 1d10 x 1d10% of the original distance away from the place you wanted to travel to. </p><p></p><p>If you fail the check by 6-10, you appear in an area similar to the one you wanted to travel to, though it can be anywhere on the same plane of existance.</p><p></p><p>If you fail the check by 11-20, you and everyone travelling with you got scrambled and take 1d10 points of damage, plus an additional 1d10 points of damage for each additional creature travelling (roll separate damage for each traveller). You go nowhere, and the spell is wasted.</p><p>If you fail the check by 21 or more, you and everyone travelling with you end up embedded in a solid object in a random location. Unless you are somehow able to act in these circumstances, you die instantly.</p><p></p><p><strong>Teleport, Greater</strong></p><p>Conjuration (Teleportation) [Planar, Astral]</p><p><strong>Level:</strong> Sor/Wiz 7, Travel 7</p><p></p><p>This spell functions like <em>teleport</em>, except that there is no range limit and the base DC of the Spellcraft check is 15 (Heighten Spell further reduces the DC by -5 for each level beyond 7th).</p></blockquote><p></p>
[QUOTE="Sammael, post: 2221475, member: 4475"] Yup. [b]Teleport[/b] Conjuration (Teleportation) [Planar, Astral] [b]Level:[/b] Sor/Wiz 5, Travel 5 [b]Components:[/b] V [b]Casting Time:[/b] 1 standard action [b]Range:[/b] Personal and touch [b]Target:[/b] You and touched objects or other touched willing creatures [b]Duration:[/b] Instantaneous [b]Saving Throw:[/b] None and Will negates (object) [b]Spell Resistance:[/b] No and Yes (object) This spell instantly transports you to a designated destination, which may be as distant as 100 miles per caster level. Interplanar travel is not possible. You can bring along objects as long as their weight doesn’t exceed your maximum load. You may also bring one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load) or its equivalent (see below) per three caster levels. A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth. All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you. As with all spells where the range is personal and the target is you, you need not make a saving throw, nor is spell resistance applicable to you. Only objects held or in use (attended) by another person receive saving throws and spell resistance. You must have some clear idea of the location and layout of the destination. The clearer your mental image, the more likely the teleportation works. Areas of strong physical or magical energy may make teleportation more hazardous or even impossible. You must mentally plot a path to your destination through the Astral Plane. In order to successfully plot the course and teleport to it, you must make a Spellcraft check. The base DC of this check is 25, modified as follows (additional circumstance modifiers may apply): • Heighten Spell feat is applied: -5 for each level beyond 5th • You can currently view the destination (either normally or magically): -10 • You increase the casting time to o 1 full round: -5 o 1 minute: -10 o 10 minutes: -15 o 1 hour: -20 o 1 day: -25 o 1 tenday: -30 o 1 month: -35 o 1 year: -40 • The destination’s familiarity is o very familiar: +0 o studied carefully: +5 o seen casually: +15 o viewed once: +25 o description: +40 If the casting time is prolonged beyond 1 hour, the caster needs a fairly quiet, comfortable, and well-lit place in which to concentrate. Any place suitable for preparing spells is fine. The caster works for 8 hours each day. He cannot rush the process by working longer each day. The days need not be consecutive, and the caster can use the rest of his time as he sees fit. If you have 5 or more ranks in Knowledge (The Planes), you get a +2 synergy bonus on this Spellcraft check. Very familiar is a place you have been very often and where you feel at home. Studied carefully is a place you know well, either because you have been there often, or because you have purposefully spent several hours remembering details about it, possibly viewing it using magical means. Seen casually is a place you have visited or viewed magically once or twice for at least an hour. Viewed once is a place you have briefly seen once, possibly using magic. Description is a place whose location and appearance you know through someone else’s description, perhaps even from a precise map. If you fail the check by 5 or less, you appear in a random place which is 1d10 x 1d10% of the original distance away from the place you wanted to travel to. If you fail the check by 6-10, you appear in an area similar to the one you wanted to travel to, though it can be anywhere on the same plane of existance. If you fail the check by 11-20, you and everyone travelling with you got scrambled and take 1d10 points of damage, plus an additional 1d10 points of damage for each additional creature travelling (roll separate damage for each traveller). You go nowhere, and the spell is wasted. If you fail the check by 21 or more, you and everyone travelling with you end up embedded in a solid object in a random location. Unless you are somehow able to act in these circumstances, you die instantly. [b]Teleport, Greater[/b] Conjuration (Teleportation) [Planar, Astral] [b]Level:[/b] Sor/Wiz 7, Travel 7 This spell functions like [i]teleport[/i], except that there is no range limit and the base DC of the Spellcraft check is 15 (Heighten Spell further reduces the DC by -5 for each level beyond 7th). [/QUOTE]
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