Increased teleport limits.

Inconsequenti-AL

Breaks Games
I've got a large party - 7 PC's. They'll soon be reaching 9th level and have access to Teleport. A spell I have no problem with them using.

Unfortunately, there is only 1 arcane caster and he's going to need three 9th level slots to move the party.

I've got a sneaking feeling this is not what the designers intended. After all Teleport is Caster + Level/3 bodies moved... at 9th level this would be 4 - the size of a 'normal' group of PCs.

I was thinking of changing the limit to Caster + Level subjects.

Spells that would change:
Dimension Door
Teleport
Greater Teleport
Wind Walk
Transport via plants


Anyone done this before?

Any thoughts?
 

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Upon reaching ninth level characters gain a feat. I'm not sure from which Dragon magazine I saw it (either Ocober or November 04), but for the cost of a feat, a spellcaster can gain access to the teleportation spell once more per day. I'm going to scour my mags at 8. I'd do it now but Enterprise will be on soon. I'll post back later.
 

I don't think I'd fiddle with the spells as written. If you do that, then the PCs might start expecting you to fiddle with other rules and such. To me, it might be asking for too much trouble (of course, chances are you know by now if your group is like that so that might not be a relevant argument).

A different suggestion might be to give the PC's a magical item useable once per week that would allow the mage to use his teleport spell to move everyone in the group. This way, the mage could still use his teleport spell through the week in general for a smaller group of PCs. However, they could still use this power when needed, whether to get out of a sticky situation or into it. You can always fiddle with that number of times per week but just an idea.

I know PirateCat has a similar topic going in the General Forums about a ring that will allow his wizard to bring along one other person. As mentioned in that board, I'd add a fun little quirk to this device if you decide to use it.

Edit: Actually, I never did like that "Once a week" thing. No clue why I said it, but it sounded like a decent idea. I'd go with something such as having it renew its four charges every fullmoon or so.
 
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If your intent is to make it easier for your party to get around, make sure your rule changes do exactly and only that.

Special cases are better than whole rule changes, too.

E.g.: your Wizard knows "Teleport Friends", a spell just like Teleport but that only works on Wizard +6 other people, all of whom must have donated blood, which is mixed into a vial in a 72-hour long ceremony. The vial is the spell's Focus.

Or, by creating an expensive Focus (like the one above), a Wizard can Teleport a few extra specific people using the standard Teleport spell. However, it costs the extra people -2 to an ability score for 24 hours after being teleported (non-cumulative).

-- N
 

Definitely worth thinking about. I can see that it would be a problem that it might lead to other spells that are 'sensible' to change. :)

Feat sounds interesting, but I think I'd be pushed to get the mage to take such a thing. Think the mage player's got most of his planned out.


An item like the one in Piratecats thread could work well... will check out that thread... quirk could be good fun :)

Teleport friends is a great idea. The ritual aspect of it could work nicely - been looking for a reason to put more of those in the game. No brining along hordes of random followers either.

Think it's down to those two then! Thanks!
 

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