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<blockquote data-quote="N'raac" data-source="post: 6147303" data-attributes="member: 6681948"><p>They were in close enough proximity for me to link them, but hopefully he was.</p><p></p><p></p><p></p><p>Again, it depends on the game. Will this game reach L17+? Do frequent opponents have fire attacks? </p><p></p><p></p><p></p><p>If we read the spells in the manner that most suits the PC's, I suppose. How far away is that tower? Teleport allows 100 miles per level. How big is the team? One additional creature per 3 caster levels - horses and other Large creatures count double. Leaving the mounts and animal companions behind? "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." So, how clear is your mental image of that tower (or should I say the courtyard in the tower)? "Areas of strong physical or magical energy may make teleportation more hazardous or even impossible. " GM prerogative to make Teleport useless.</p><p></p><p>Greater Teleport? Sure - that's a L7 spell slot. Still limited in the number of passengers. And "You must have some clear idea of the location and layout of the destination or a reliable description of the place to which you are teleporting. If you attempt to teleport with insufficient information (or with misleading information), you disappear and simply reappear in your original location." Not seeing this as the universal solution it is commonly presented as.</p><p></p><p>One balancing factor is scenarios that don't allow the spellcasters free reign to blow off their entire repertoire, then plop to the ground and sleep as the mood strikes them. Rope Trick is far from unbeatable. And let's remember those extradimensional space rules - where's that Bag of Holding with your spellbook in it again?</p></blockquote><p></p>
[QUOTE="N'raac, post: 6147303, member: 6681948"] They were in close enough proximity for me to link them, but hopefully he was. Again, it depends on the game. Will this game reach L17+? Do frequent opponents have fire attacks? If we read the spells in the manner that most suits the PC's, I suppose. How far away is that tower? Teleport allows 100 miles per level. How big is the team? One additional creature per 3 caster levels - horses and other Large creatures count double. Leaving the mounts and animal companions behind? "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." So, how clear is your mental image of that tower (or should I say the courtyard in the tower)? "Areas of strong physical or magical energy may make teleportation more hazardous or even impossible. " GM prerogative to make Teleport useless. Greater Teleport? Sure - that's a L7 spell slot. Still limited in the number of passengers. And "You must have some clear idea of the location and layout of the destination or a reliable description of the place to which you are teleporting. If you attempt to teleport with insufficient information (or with misleading information), you disappear and simply reappear in your original location." Not seeing this as the universal solution it is commonly presented as. One balancing factor is scenarios that don't allow the spellcasters free reign to blow off their entire repertoire, then plop to the ground and sleep as the mood strikes them. Rope Trick is far from unbeatable. And let's remember those extradimensional space rules - where's that Bag of Holding with your spellbook in it again? [/QUOTE]
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