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Month Index: September, 2005
From: Charles Sykora <charlesdsykora@???.com> Date: Wed, 7 Sep 2005 22:10:16 -0400 Subject: Re: SPELLJAMMER-L Digest - 5 Sep 2005 to 6 Sep 2005 (#2005-167)
>> Hadn't thought about that, but I would suppose that any magical or >> real >> barrier that provides complete enclosure (windows don't count) >> would block the spell if used to go to a known location. If used >> to go to an unknown planet, however, the spell would simply >> bypass the location to somewhere it would work. > > So, if the Bad Guys (tm) let you teleport in, then put up a Wall > of Force to stop you getting back to your arrival point, you > can't escape? > Yep, at least as I see it. > Or, they put a Wall of Force (or Stone, etc) over your known > location, you can't use it? > Yep again. I wasn't looking for an undefeatable spell. > >> >> The ship would simply have to be in orbit somewhere for the >> return spell to work, the idea being that the departure point is >> "locked-in" to the caster's memory to overcome any distance >> effects due to the ship being other than overhead (hey, it's >> magic, who said it had to make sense?) > > OK, so the ship just needs to still be up there, in orbit, > somewhere. > > Quick query: do you cast a second spell to get from ground back > to orbit, or is it the same spell that is still in some respects > running that does the job? > Yes, you cast the same spell again. > If you have lost the original spell caster (dead, unconscious, > etc), can someone else with the spell, say on a scroll, get you > back to orbit? > Nope, as the return spell doesn't rely upon the ship being straight overhead. The logic here is that the return location is 'locked into' the caster's mind until he returns, and no one else can perform this role. Again, part of my logic of keeping it 3rd level. > Is there anything the people up in orbit can do to help you come > back? > > Nope, other than sending down a real landing craft. >>> How does the spell check that the arrival point is safe? Precog? >>> Some sort of detect? Can it be fooled? >> >> It doesn't check that the arrival point is safe, just that it >> has breathable atmosphere (if such a place exists on the planet), >> isn't in solid material, etc. Thus, if a character used the spell >> to teleport back to a known place which no longer has a >> breathable atmosphere, he'd be screwed. Furthermore, if the >> location has changed significantly (e.g. now is the site of a >> temple, flooded, etc), the spell will simply fail. > > OK, thanks. > > >> As to how the spell knows this...hey, it's magic.... > > As the DM, I need to know at least roughly what sort of detection > magic is being used, so I can work out what sort of accidents (or > intentionals) can screw it up. > OK, you have a good point. Let me think about these items. > For example, if your known location, or even a big area, is skry > blocked, what happens? > > If there is some sort of Misdetection effect? > > Can checking the arrival point is safe be detected (i.e. is it an > active detect, like most skrying)? > > If it could be detected, this can be used to trigger an alarm or > something nasty. > > Or, is it passive, so all that can be detected is the actual > teleport? > > And this leaves out all the wonderful possibilities of teleport > redirection effects, the more fun ones of which can strip people > of any magical equipment, and dump them in a prison cell! > > >> >> Actually, it allows the exact same number of travellers. This line >> was >> taken straight from the Teleport spell. > > OK. Big change from 2nd Ed, where no mention is made of > transporting other creatures; total weight limit at 9th is 250lb, > 700lb at 13th (approx. 50lb/level). > > 3.0 Ed says "you and touched objects or other touched willing > creatures up to 50lb/level", which at 9th would presumably be a > 450lb total limit, i.e. caster plus maybe two not-too-heavy > others. > > One additional creature per three levels sounds a lot more > generous, 10th gives you plus three. > > I mention this for the purpose of converting to other SJ > settings. > > >>> 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. > > 2nd Ed Teleport, if you come in low, that's instant death if you > are inside something solid. Hence the popularity of Fly/Levitate, > _then_ Teleport. > > 3.0 Ed, Mishap does 1D10, and you can take multiple of these if > you are really unlucky. > > If 3.5 Ed Teleport is 'safe', or at least a lot safer... > > I'm beginning to think this spell cannot easily be adapted to > other systems. > Perhaps not. > >> 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). >> >> [continued] > > -- > Dreamer > dreamer@??????.?????.??.uk > http://www.romsys.demon.co.uk/ > > ------------------------------ > > Date: Tue, 6 Sep 2005 12:39:31 EDT > From: Michael Shell <FenrysStar@???.com> > Subject: Re: Hadozee. > > If I remember correctly the Hadozee had a heightened reputation. The > only > time they wouldn't swear up a storm is when they were in the presence > of an elf. > > ------------------------------ > > End of SPELLJAMMER-L Digest - 5 Sep 2005 to 6 Sep 2005 (#2005-167) > ******************************************************************
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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 |