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Wulf's Collected Story Hour -- FINAL UPDATE 12/25
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<blockquote data-quote="Destil" data-source="post: 427227" data-attributes="member: 1980"><p>I've applied a very similar fix, myself, to <em>Teleport</em>, in order to stop a 5th level spell from being so umber for rading and bring it down to more of a travel spell:</p><p></p><p><em>Teleport</em>: Three rounds before you arrive a faint arcane/psionic beacon/display appears at your destination (Spot check DC 25), and on the following round it flares & glows brightly, becoming completely obvious to anyone (Spot DC 0). A successful spellcraft check / psicraft check (DC 15 + spell level for during the faint round and 10 + spell level during the flaring round) allows you to identify the spell or power, if you beat the DC by 20 or higher you're also aware of the exact location being teleported from, reletive to the destination. This beacon can be taken down with a targeted dispel or negation, rebounding those teleported back to their initial location and dealing them 1d10 damage. Unless the beacon goes unnoticed everyone aware of the teleportation in the area, may act in a suprise round.</p><p></p><p>(The problem is also helped quite a bit by a varity of spells in the book of Elderitch Might & psionic powers in the PsiHB. I suppose the problem became appearant after the Core rules were done, or was a Sacred Cow issue.)</p></blockquote><p></p>
[QUOTE="Destil, post: 427227, member: 1980"] I've applied a very similar fix, myself, to [i]Teleport[/i], in order to stop a 5th level spell from being so umber for rading and bring it down to more of a travel spell: [i]Teleport[/i]: Three rounds before you arrive a faint arcane/psionic beacon/display appears at your destination (Spot check DC 25), and on the following round it flares & glows brightly, becoming completely obvious to anyone (Spot DC 0). A successful spellcraft check / psicraft check (DC 15 + spell level for during the faint round and 10 + spell level during the flaring round) allows you to identify the spell or power, if you beat the DC by 20 or higher you're also aware of the exact location being teleported from, reletive to the destination. This beacon can be taken down with a targeted dispel or negation, rebounding those teleported back to their initial location and dealing them 1d10 damage. Unless the beacon goes unnoticed everyone aware of the teleportation in the area, may act in a suprise round. (The problem is also helped quite a bit by a varity of spells in the book of Elderitch Might & psionic powers in the PsiHB. I suppose the problem became appearant after the Core rules were done, or was a Sacred Cow issue.) [/QUOTE]
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Wulf's Collected Story Hour -- FINAL UPDATE 12/25
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