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Four new teleportation spells for review
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<blockquote data-quote="Arkhandus" data-source="post: 2909799" data-attributes="member: 13966"><p>I agree generally with Ranger Wickett. Spatial Step, Lesser is kinda overpowered for 1st-level; I'd say, probably make it a full round action casting time (not full round, but full round action, so at most you get a 5-foot step afterward and then your turn's done) with some kind of expensive focus component (50 gp flawless lens maybe?). Have it leave you staggered from using such a minor spell to shunt yourself through the Astral Plane (without the accompanying subdual damage) for 1 round afterward, as well, so you just get a partial action next turn. It might be a bit much, but at least it couldn't be overpowered then.</p><p></p><p>Spatial Step, Greater is definitely better than Dimension Door and needs fixing. Make it Medium range but otherwise exactly like the aforementioned version of Spatial Step, Lesser, and it might be okay then. Or maybe have it Close range, but without leaving you staggered afterward.</p><p></p><p>These spells, y'know, could get you out of a jail cell or grapple or pit or similar predicament, for instance, so they're definitely pretty useful still.</p><p></p><p>Exile I definitely have a problem with. No need for Finger of Death or Acid Fog or Delayed Blast Fireball! Just Exile your enemies to the Elemental Plane of Fire, the Elemental Plane of Water, the Negative Energy Plane, or the Positive Energy Plane, and kill them easily! Ignore a Construct's or Undead's immunity to Death effects and just Exile them to the Positive Energy Plane or the Plane of Fire. Or Exile them to the outer planes so they might be slain by fiends/celestials/formians/whatever.... (or, worse still, Exile a fiend or undead to Mount Celestia, since they'll automatically appear in the sea of holy water...) I'd say make it touch range like Plane Shift, so it's still dangerous for the caster to try using. Plane Shift at least requires a touch attack, which has some chance of failure and puts the caster in dangerous proximity, in addition to the Will save. But then, this spell's only advantage over Plane Shift would be the -4 on the save if the creature is native to that plane, which would be almost pointless (then it's just a different form of Dismissal). So I'm not really sure, but I just figure this spell probably doesn't belong.</p></blockquote><p></p>
[QUOTE="Arkhandus, post: 2909799, member: 13966"] I agree generally with Ranger Wickett. Spatial Step, Lesser is kinda overpowered for 1st-level; I'd say, probably make it a full round action casting time (not full round, but full round action, so at most you get a 5-foot step afterward and then your turn's done) with some kind of expensive focus component (50 gp flawless lens maybe?). Have it leave you staggered from using such a minor spell to shunt yourself through the Astral Plane (without the accompanying subdual damage) for 1 round afterward, as well, so you just get a partial action next turn. It might be a bit much, but at least it couldn't be overpowered then. Spatial Step, Greater is definitely better than Dimension Door and needs fixing. Make it Medium range but otherwise exactly like the aforementioned version of Spatial Step, Lesser, and it might be okay then. Or maybe have it Close range, but without leaving you staggered afterward. These spells, y'know, could get you out of a jail cell or grapple or pit or similar predicament, for instance, so they're definitely pretty useful still. Exile I definitely have a problem with. No need for Finger of Death or Acid Fog or Delayed Blast Fireball! Just Exile your enemies to the Elemental Plane of Fire, the Elemental Plane of Water, the Negative Energy Plane, or the Positive Energy Plane, and kill them easily! Ignore a Construct's or Undead's immunity to Death effects and just Exile them to the Positive Energy Plane or the Plane of Fire. Or Exile them to the outer planes so they might be slain by fiends/celestials/formians/whatever.... (or, worse still, Exile a fiend or undead to Mount Celestia, since they'll automatically appear in the sea of holy water...) I'd say make it touch range like Plane Shift, so it's still dangerous for the caster to try using. Plane Shift at least requires a touch attack, which has some chance of failure and puts the caster in dangerous proximity, in addition to the Will save. But then, this spell's only advantage over Plane Shift would be the -4 on the save if the creature is native to that plane, which would be almost pointless (then it's just a different form of Dismissal). So I'm not really sure, but I just figure this spell probably doesn't belong. [/QUOTE]
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Four new teleportation spells for review
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