Teleport as a combat spell. Why not?


Pathfinder First Edition General Discussion

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Liberty's Edge

There is a 2 lv spell in the Players handbook II called dimension hop that lets you teleport your enemys 5 feet per lv that gives a will save. In an Eberron game i played a Lyrandar (someone that worked on a flying ship) that had that spell:)


You could always try Charm Person and then teleport them. Yes that would burn two rounds of casting, but sometimes the ends justify the prep time. I’ve done something similar with levitate, make them willing then make them go away.


I've fought a critter once that had a teleport target attack. We were epic level, and the beastie (custom monster) rolled out a no save no SR, no attack roll "you get teleported" ability. Cue my 28th level caster getting dumped in the middle of a meadow somewhere that WASN'T the mad wizard's tower that we were exploring. Not a big deal, I'm a caster, right?

Wrong.

We were exploring another wizard's tower, of the mad and ultra-prepared variety. My character knew this. Cue me sitting out the rest of the night's adventuring (six hours worth) because I could not imagine a scenario where my 30+ int caster would be stupid enough to teleport into an enemy mage's home. Had I tried, by the way, my teleport would've been diverted into a prison chamber that I would not have been able to escape. The rest of the party got to go on their epic adventure, righting wrongs and solving puzzles and riddles while my character got to sit in Cormyr and contemplate methods by which to alleviate her boredom.

Friends don't let friends teleport enemies. It just never works out well, even when the teleportation is mostly harmless.

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber

Very simple reason.

This spell would be more powerful than Power Word: Kill which is itself a 9th Level spell. The game simply isn't made for power beyond that scope.


DrDew wrote:

I think if the spell always requires that the caster be transported along with the creature touched then it's not so bad. Any danger that the target gets put into, the caster also gets put into.

This.


I remember hearing somebody ask a dm what the terminal velocity of a triceratops was. Later when the combat was over I asked what had happened and apparently their mage weaponized the teleport spell by summoning creatures then teleporting them to fall on enemies. I thought it was pure genius.

Liberty's Edge

Rolemaster 2 ed allowed for Leaving 100' (and its extended versions) as well as Long Door 100' (and its extended versions) to be cast upon others if they failed their RR(save).

It was, indeed, a potential save or die spell, depending upon how it was used. In a system that was dominated by a simulationist approach to magic and combat, where umpteen criticals could kill a target with a swing, shot or gesture, it "fit" the system.

That said, base RR's in Rolemaster were relatively easy to make by heavily armored opponents with decent stats against RR type spells. But as with all things, it came down to the caster's initial attack roll - so it was a crap shoot. Usually, a firebolt (or lightning bolt if you were high enough level!) was a far more reliable result. And as you could use it from a significant range, using your directed spell bonus to make that attack, it was far safer and more deadly, too.

As a consequence, leaving spells were rarely used as reliable attack spells as the alternatives were more reliable. The only time they were used was highly situational -- and then often as an "overcast" attempt by lower level characters. It operated then as a true save or die spell x2. You made your BAR roll on the overcast spell attempt or you could die; then the foe made his RR or he could die.

Admittedly, the Mentalism version of Long Door 100' could be combined with a character background option that could allow you the caster to cast a self spell (as the Mentalism spell version of Long Door was) to a range of 5 feet.

Nasty attack spell? Oh yes. Unhelmed opponents went down pretty easy with this trick... or should I say...went UP with this trick. As in 100' up and off to the side. We usually ruled it an +95 drop by the time the side angle was factored in.

A fall crush with a +85 or +90 or so attack bonus was a pretty deadly attack. In Pathfinder terms, the same fall would translate to an 8d6 or 9d6 attack. Save or get hurt a lot, to be sure.

Sometimes, Long Door was cast on a foe to instantly place him 100' below the surface of the water. As the effect is essentialy a complete surprise, it was also a potentially highly lethal attack.

Now, if your BBEG happens to be near a volcano or something, instantly finding yourself up to your ankles in lava is a pretty cinematic way to die, too. Not too sure what your "lava rules" are in your game; my rules are very short and say "you are dead, forever and all your stuff is gone too".

Could you do all of this in Pathfinder? Make a baleful version of a Dimension Door spell? Sure. No problem; it's easy enough to do. Make it a Touch attack with a Will save. Fifth level spell sounds about right to me.

But the ways that spells like this can end up breaking an adventure are numerous. At the end of the day -- is it adding more fun than it is problems? I'm not too sure about that at all.

I had about 18 years playing Rolemaster in its various forms and I've played -- and done to players -- most of the nasty things one can do with "baleful teleports" and leaving/long door spells.

Was it fun? From time to time? Sure it was.

But on balance, I don't miss that aspect of the game not being in 3.xx or Pathfinder at all.

IMO, Pathfinder is better off without it than with it.

Liberty's Edge

Marespera wrote:
You could always try Charm Person and then teleport them. Yes that would burn two rounds of casting, but sometimes the ends justify the prep time. I’ve done something similar with levitate, make them willing then make them go away.

Proof that if you have a thought, someone else on the intertubes has already thought it and written about it. I was just wondering if something like this would work, and couldn't see a reason why not.

Enemy Caster: In a few seconds, dear fighter, I'm going to send you to a castle where there's a beautiful princess. I'd like you to meet her.

Fie Tor: Sounds great!

Enemy Caster: ZAP!

(no more fighter)

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