Just an idea to give the wizards a teleport spell or magic device that only wizards can use. This will also allow group teleport. Maybe make a guild hall for wizards that can only be reached via teleport or DM special events might be real cool too. I know the mechanics of teleport worked great in nwn1 not so sure of nwn2. I can see alot of possibilities for this in a RP enviroment. I guess this idea has been thrown around and it is probaly more trouble than what it is worth. Anyways its slow today at work can you tell?
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We did implement Dimension Door, but it sounds like you're asking for a group teleport spell. There would be some game implications involved with that we'd have to examine.
If there is an existing PnP spell that this matches to, please quote the specifics."Microsoft has to move the Reply All button further away from the Reply button. It's the computer equivalent of putting the vagina so close to the sphincter."
-Bill Maher
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From www.d20srd.org :
Teleport
Conjuration (Teleportation)
Level:Sor/Wiz 5, Travel 5
Components:V
Casting Time:1 standard action
Range:Personal and touch
Target:You and touched objects or other touched willing creatures
Duration:Instantaneous
Saving Throw:None and Will negates (object)
Spell Resistance:No and Yes (object)
This spell instantly transports you to a designated destination, which may be as distant as 100 miles per caster level. Interplanar travel is not possible. You can bring along objects as long as their weight doesn’t exceed your maximum load. You may also bring one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load) or its equivalent (see below) per three caster levels. A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth. All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you. As with all spells where the range is personal and the target is you, you need not make a saving throw, nor is spell resistance applicable to you. Only objects held or in use (attended) by another person receive saving throws and spell resistance.
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. Areas of strong physical or magical energy may make teleportation more hazardous or even impossible.
To see how well the teleportation works, roll d% and consult the Teleport table. Refer to the following information for definitions of the terms on the table.
Familiarity
“Very familiar” is a place where you have been very often and where you feel at home. “Studied carefully” is a place you know well, either because you can currently see it, you’ve been there often, or you have used other means (such as scrying) to study the place for at least one hour. “Seen casually” is a place that you have seen more than once but with which you are not very familiar. “Viewed once” is a place that you have seen once, possibly using magic.
“False destination” is a place that does not truly exist or if you are teleporting to an otherwise familiar location that no longer exists as such or has been so completely altered as to no longer be familiar to you. When traveling to a false destination, roll 1d20+80 to obtain results on the table, rather than rolling d%, since there is no real destination for you to hope to arrive at or even be off target from.
On Target
You appear where you want to be.
Off Target
You appear safely a random distance away from the destination in a random direction. Distance off target is 1d10×1d10% of the distance that was to be traveled. The direction off target is determined randomly
Similar Area
You wind up in an area that’s visually or thematically similar to the target area.
Generally, you appear in the closest similar place within range. If no such area exists within the spell’s range, the spell simply fails instead.
Mishap
You and anyone else teleporting with you have gotten “scrambled.” You each take 1d10 points of damage, and you reroll on the chart to see where you wind up. For these rerolls, roll 1d20+80. Each time “Mishap” comes up, the characters take more damage and must reroll.
Familiarity **************On Target*** Off Target ***Similar Area ***Mishap
Very familiar ***************01-97 ******98-99 *******100 *******—
Studied carefully *************01-94 *****95-97 ******98-99 ******100
Seen casually ***************01-88 *****89-94 ****95-98 *******99-100
Viewed once ****************01-76 *****77-88 ****89-96 *******97-100
False destination(1d20+80)******* — *******— ******81-92 *******93-100
And..I prepared Explosive Runes this morning.
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Teleport, Greater
Conjuration (Teleportation)
Level:Sor/Wiz 7, Travel 7
This spell functions like teleport, except that there is no range limit and there is no chance you arrive off target. In addition, you need not have seen the destination, but in that case you must have at least 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. Interplanar travel is not possible.
Teleportation Circle
Conjuration (Teleportation)
Level:Sor/Wiz 9
Components:V, M
Casting Time:10 minutes
Range:0 ft.
Effect:5-ft.-radius circle that teleports those who activate it
Duration:10 min./level (D)
Saving Throw:None
Spell Resistance:Yes
You create a circle on the floor or other horizontal surface that teleports, as greater teleport, any creature who stands on it to a designated spot. Once you designate the destination for the circle, you can’t change it. The spell fails if you attempt to set the circle to teleport creatures into a solid object, to a place with which you are not familiar and have no clear description, or to another plane.
The circle itself is subtle and nearly impossible to notice. If you intend to keep creatures from activating it accidentally, you need to mark the circle in some way.
Teleportation circle can be made permanent with a permanency spell. A permanent teleportation circle that is disabled becomes inactive for 10 minutes, then can be triggered again as normal.
Note: Magic traps such as teleportation circle are hard to detect and disable. A rogue (only) can use the Search skill to find the circle and Disable Device to thwart it. The DC in each case is 25 + spell level, or 34 in the case of teleportation circle.
Material Component
Amber dust to cover the area of the circle (cost 1,000 gp).I prepared Explosive Runes this morning.
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The other servers I have played on that use Teleport spells add a feat to spell casters that let them store a certain number of areas ahead of time. When you cast the Teleport spell you select one of the areas as you would choose a form for Shapeshift, and then you're there. If we added this spell, I would suggest we also add Dimensional Anchor, which is a fourth level cleric and Sor/Wiz spell that prevents the target from teleporting.
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This suggestion sounds fun, though I wonder how much work it would be to make it work properly and not break certain aspects of the game. The concept would make wizards more sought after for things other than crafting and buffing.
" I found my inner child once, then Child Protective Services came and took him away"
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Wow if they could make that like a 4 or 5th level spell that would be great fun and for RP lol."I may be drunk, Miss, but in the morning I will be sober and you will still be ugly."-Winston Churchill
"A warrior is measured in sacrifice beyond death for he who rises not once but twice shall offer all those nearby you pay the price" Banite Hero
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Originally posted by Firechicken View PostWow if they could make that like a 4 or 5th level spell that would be great fun and for RP lol.
Teleport without Error is a seventh level spell.
Teleportation Circle is a ninth level spell that has a 1,000gp cost to be paid in amber dust.
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Say a DM wants to take the players to something that doesn't fit the glove of the areas surrounding Sundren like mithril halls to come face to face with Halaster the mad mage or Halruua or a dragons lair high up in the mountais, the possibilities can be endless. Well with Teleport it is feasible and the players are taking themselves there and back to safety. Also the zone is safe from newbies.
Since the size of Sundren is limited, with Teleport Sundren's size just became limitless!!
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