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From:     Dreamer <dreamer@??????.?????.??.uk>
Date:     Thu, 8 Sep 2005 08:37:42 +0100
Subject:  Re: SPELLJAMMER-L Digest - 5 Sep 2005 to 6 Sep 2005 (#2005-167)
In <URL:news:local.spelljam> on Thu 08 Sep, Charles Sykora wrote:
> >> 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.
[snip]

Difficult...

How about attacking the problem from the other end?

A clerical scroll is stored power, and is independent of the
god's restriction in a given sphere (or, I believe it is almost
always played like that).

Maybe you need some sort of item which acts as a more general
store for clerical power, say a relic?

This might be prepared in a way similar to how a wand or staff
is enchanted, with each charge giving a +1 level boost to the
power a cleric can draw on in a sphere alien to their god, and
several charges can be used at once, up to a maximum spell level
of one less than the charging spell used.

For example, in a crystal sphere where the god is powerful, a
Staff of Empowering, with fifty charges, is made, and charged
with a 6th level Empowering clerical spell. This allows clerics
to draw on the power of the staff, and use it to do up to 5th
level spells, anywhere, but a number of charges are used based on
the difference between the local power the god can provide, and
the level of spell cast. The cleric still has to cast their spell
as normal. As long as it is not drained completely, the staff can
be recharged in any sphere where the god is powerful enough, by a
High Priest using one 6th level spell per charge restored.

The staff resembles a stout wooden staff, surmounted with a
finely crafted symbol of the god, which glows when power is being
drawn from it. Some of these staves are hollow, just below the
symbol, and contain some appropriate relic of the god.


Do you want clerics to be capable of the Shore Party spell over a
long period in an alien sphere, or only on a brief visit? If the
later, there are probably several ways of giving them a temporary
boost.


> >> 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.
[snip]

Teleport Object instead of Teleport allows you to send things
without going yourself. Some DMs might say part of the problem,
and the reason the spell is +2 levels, is that there is not a
mind 'carrying' the object through the astral.


> > 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.)

This is based on a Tech device.


> > (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.)

This is based on a number of PC researched spells.


> Are these 2nd edition spells?  Don't remember them.

Sorry, I should have said.

Both are non-standard, but I have certainly seen Teleportal in a
lot of different campaigns.

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


Previous Message: Re: Refugee Status
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Month Index: September, 2005

SubjectFromDate (UTC)
Re: SPELLJAMMER-L Digest - 5 Sep 2005 to 6 Sep 2005 (#2005-167)    Charles Sykora    08 Sep 2005 02:04:31
Re: SPELLJAMMER-L Digest - 5 Sep 2005 to 6 Sep 2005 (#2005-167)    Charles Sykora    08 Sep 2005 02:10:16
Re: SPELLJAMMER-L Digest - 5 Sep 2005 to 6 Sep 2005 (#2005-167)    Dreamer    08 Sep 2005 07:37:42

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