WhatGravitas
Explorer
Yep. It also wildly unbalances dungeons against outdoor encounter, because the added direction is suddenly king. Fly would be fine, if it'd be "self only" (because flying mages are somewhat fitting, flying fighters... are superman) and/or much more limited in maximum altitude, i.e. you cannot fly higher than X feet, this would make deep crevices much more dangerous again, while allowing you to cross less deep pits and so on. And imagine a trap door triggered by presence (using magic): Suddenly you're muuuch higher and the spell ends.Plane Sailing said:I think they probably ought to do something serious about that one!
Concerning teleport: My biggest beef with it is the "sudden" introduction of the spell. I'd rather have a shadow walk-esque spell on fifth level (because this makes a insta-travel spell to a adventure on its own, wandering through the shadow world) and put teleport (perhaps with plane shift folded into it) on a higher level and the teleport without error on the highest spell level (because appearing perfectly at one point sounds like the pinnacle of travel magic - and I wouldn't name it greater teleport).
Concerning all the spells that make skills effectively useless: I like the AE solution to that problem - they usually use a caster power check (caster level + stat mod), the same for remove disease and neutralize poison.
Cheers, LT.