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From: Charles Sykora <charlesdsykora@???.com> Date: Wed, 7 Sep 2005 22:04:31 -0400 Subject: Re: SPELLJAMMER-L Digest - 5 Sep 2005 to 6 Sep 2005 (#2005-167)
>> 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. > Well, we may have to continue to disagree on this, but if you can think of some way to bring it solidly into 3rd level, I'd consider it. My real motive for 3rd level is so clerics will have access to it no matter their god's restriction in a crystal sphere. > >> >> 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. > > Yea, I'd have to agree with you there. It would need to be 5th level. >> >> 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'll have to write it up, but my thinking is that it would be one crystal per creature and that you could only take the gear you could carry up to your max load. So, if the person and your equipment were less than max, voila. Otherwise, nothing would happen. >> 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? > > Sorry, but I didn't follow you on this comment. > >> 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. > That might make it a very expensive item. I'll have to think about it. Guess you could have two versions.... > Also, you might want to say multiple enchantments of the spell > mean that you can have several "memorised" parties/locations. > Another good idea. > >> 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? > Well, maybe it doesn't. I'll have to check it out. > >> 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. > Agree. > > (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.) > Are these 2nd edition spells? Don't remember them. > >> --Dale-- >> >>> Dreamer >
Previous Message: Re: Refugee Status
Next Message: Re: SPELLJAMMER-L Digest - 5 Sep 2005 to 6 Sep 2005 (#2005-167)
Month Index: September, 2005
| Subject | From | Date (UTC) | ||
|---|---|---|---|---|
| Re: SPELLJAMMER-L Digest - 5 Sep 2005 to 6 Sep 2005 (#2005-167) | Charles Sykora | |||
| Re: SPELLJAMMER-L Digest - 5 Sep 2005 to 6 Sep 2005 (#2005-167) | Charles Sykora | |||
| Re: SPELLJAMMER-L Digest - 5 Sep 2005 to 6 Sep 2005 (#2005-167) | Dreamer |