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Next Message: Re: SPELLJAMMER-L Digest - 3 Sep 2005 to 4 Sep 2005 (#2005-165)
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From:     Dreamer <dreamer@??????.?????.??.uk>
Date:     Tue, 6 Sep 2005 13:04:46 +0100
Subject:  Re: SPELLJAMMER-L Digest - 3 Sep 2005 to 4 Sep 2005 (#2005-165)
In <URL:news:local.spelljam> on Mon 05 Sep, Charles Sykora wrote:
> >
> > Some feedback:
> >
> > Fun spell, bit like a combination of a longer range Dimension
> > Door, and a limited range Teleport, with rather different rules
> > for the uncertain arrival point. And a fixed return point.
> >
> > It looks as though you are safer than a Dimension Door or
> > Teleport, but cannot arrive indoors. The other restriction is
> > that this can only be a transfer between ground and orbit
> > (generally outside any atmosphere).
> >
> > This spell also allows more travellers than either Dimension Door
> > or Teleport.
>
> Actually, it allows the exact same number of travellers.  This line was
> taken straight from the Teleport spell.

This is discussed in the other post; there seem major difference
here between AD&D 2nd Ed, D&D 3rd Ed, and 3.5.


> > So, plus side:
> > * built-in safety (don't appear & instantly die)
> > * more travellers
>
> I don't think this is any more safe than teleport.  If you use the
> variant
> of the spell that goes to an unknown location, the only protection you
> have is not materializing inside something solid or non-breathable.
> You essentially have that protection with teleport, because you'd have
> to be stupid to teleport to such a location by choice.
> If you use the version to go to known location, the only protection you
> have is that the spell won't work if the location has changed to the
> point that it is no longer recognizable (as I elaborated above).

Safety issues also discussed in other post; again significant
difference between AD&D 2nd Ed, D&D 3rd Ed, and 3.5.


> > On the minus side:
> > * shorter range than a Teleport, probably 50mls
> > * only between ground and orbit
> > * not downwards to inside buildings
> > * poor targetting of downwards travel
> > * only upward from arrival point
>
> > I would say that this looks like a varient Teleport. The built-in
> > safety and extra travellers would normally kick this up a couple
> > of levels to 7th. The only between ground and orbit (very limited
> > conditions under which the spell will operate) claws you back a
> > level to 6th, and the limits on travel should claw you back
> > another level to 5th. I would guess this to be the base level of
> > the spell "Shore Party".
>
> So, in my view, you start with 5th level teleport, knock it down one
> and a half levels for the restrictions in location and another half
> level for the addition of a somatic component.

Even with your comments, I think the extra safety is worth a half
level increase. So it would still be at least 4th level.

Also, I have discussed this with other DMs, and they are of the
opinion that 4th is the minimum level for any sort of Teleport
effect.

Dimension Door is 4th, and even with the limitations applied to
this spell you can argue it is not less powerful than Dimension
Door.


> > If this spell requires a (reusable at will) ritually prepared
> > area in orbit to depart from, say prepared at a materials cost of
> > at least 5,000gp, and which is the only place to which you can
> > return from the ground, then a reasonably generous DM might let
> > you decrease this spell another level to 4th. You might call this
> > spell "Prepared Shore Party".
> >
> > I would say that the research work to create this spell is going
> > to require a very good wizard, and likely one who specialises in
> > transport magic. I would guess being at least 18th level would
> > help; capable of two spell levels above casting 7th level spells,
> > which the totally general-purpose version of this spell might be.
> >
> > An improved version of this spell, might allow the upwards
> > transport from places other than the arrival point, making it a
> > very good escape spell, at +1 level on "Prepared Shore Party", to
> > 5th.
>
> I like the idea of an 'Orbital Escape' spell, which I would envision
> as a 4th level spell (a restricted Teleport that only goes to one
> location).

The spell has the great advantage of safety, which you could
argue means that it is still a 5th level spell.


> > For improved fun, this spell might be allowed to be used to
> > ritually prepare gemmed talismans, each worth at least 1,000gp,
> > taking one day's work, each single use, which if placed on
> > unresisting targets, allows them to be included in the upwards
> > transport, even if not touching, as long as they are within
> > twenty feet; this does not increase the total number transferred.
> > Alternatively non-living materals might be transferred, on a
> > 110lb per creature replaced, basis.
>
> Yes, your idea is a good one.  An alternative would be to have a timed
> crystal, which starts out clear and fills with, say, a blue color at a
> rate equal to shore leave time.  When the crystal turns solid blue, wham-o,
> shore leave is over and you're back on the ship!

One crystal per creature? One spell per crystal?

If someone takes the crystal, they end up back in orbit instead
of you? What if someone firmly grabs hold of you, just before you
leave?


> I think an "Orbital Crane" spell to move cargo would be useful, and
> I thought about making it, but I cannot understand why Teleport Object
> is a 7th level spell compared to Teleport, which is 5th.  I would
> envision the "Orbital Crane" able to teleport (un)willing creatures as
> well.

Maybe there being a willing mind travelling through the astral as
part of the teleport is very important? (As the astral is a place
of Mind.) How about you use charmed creatures (animals? birds?
(cranes? [grin] )) as part of the spell?


> I think I should also spell out the conditions of permanency applied to
> the Shore Party spell, as someone else already suggested.  It
> would require a 5000 gp podium, the functions of which can be
> triggered by any operator who knows the keying sequence (e.g.
> slide three levers downward smoothly, ala Star Trek.)

Knowing the right ritual is very important! [grin]


> Any creatures teleported could be recalled by the same
> mechanism, provided they return from the location to which they
> teleported.

That sounds OK.


> Any use of the podium to transport creatures to an alternate
> location would prevent the recall of persons teleported to a
> different location (although several sets of people could be
> teleported to and recalled from the same location).

This suggests that it is the object that controls the transport,
not the people transported. You might want to make provision for
those on the ground to have a second item, which remote controls
their transport back, in some way.

Also, you might want to say multiple enchantments of the spell
mean that you can have several "memorised" parties/locations.


> I will revise my spell description to cover the points you bring up and
> any others.  Does anyone know what it takes to get material committed
> to the BtM site?
>
> I should also mention my motivation for this spell.  In my campaign, the
> reason Arcane are so mysterious is because they maintain spies in all
> the spelljamming ports.  When there is any market for their wares, they
> fly to the location with a spelljammer that has a Ship Invisibility
> spell on it.

Maybe I should know this, but, how does that differ from Mass
Invisibility?


> They then Shore Party down to the surface and conduct their business
> transactions before returning to the ship.

Sounds like fun! [grin]

Presumably, if they want a long-term presence somewhere, they
build an embassy/trade hall, with a Teleport Focus, or a
Teleportal, so they can reliably go to and from orbit to there.


(Teleport Focus is a ritual 4th level spell, which involves
painting or inscribing a unique pattern, which gives +2 levels of
accuracy on the teleport location familiarity table, i.e. you
almost always arrive safely.)

(Teleportal is a spell of level DMs argue about, but it opens a
teleport gateway through which you can see, and then walk
through, possibly several creatures within it's duration. Some
spells are two-way. A varient permanent version involves safe
travel between any two known ritually inscribed or painted
teleportal patterns.)


> --Dale--
>
> > Dreamer

--
Dreamer
dreamer@??????.?????.??.uk
http://www.romsys.demon.co.uk/


Previous Message: Re: Hadozee.
Next Message: Re: SPELLJAMMER-L Digest - 3 Sep 2005 to 4 Sep 2005 (#2005-165)
Month Index: September, 2005

SubjectFromDate (UTC)
Re: SPELLJAMMER-L Digest - 3 Sep 2005 to 4 Sep 2005 (#2005-165)    Charles Sykora    05 Sep 2005 15:09:46
Re: SPELLJAMMER-L Digest - 3 Sep 2005 to 4 Sep 2005 (#2005-165)    Charles Sykora    05 Sep 2005 15:14:53
Re: SPELLJAMMER-L Digest - 3 Sep 2005 to 4 Sep 2005 (#2005-165)    Dreamer    06 Sep 2005 12:04:46
Re: SPELLJAMMER-L Digest - 3 Sep 2005 to 4 Sep 2005 (#2005-165)    Dreamer    06 Sep 2005 11:28:01

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