
Kain Darkwind |

Scott Andrews wrote:Who else is excited about the campaign possiblities brought about by the existence of this spell?Not to mention the outline of the other planets in the system in "Children of the Void"
That was one of my favorite articles, I hope it gets it's own book at some point.
Yep. Pathfinder Barsoom is way too awesome to let lie.
Did they ever determine the range on greater teleport? I've got one of 10,000 miles/caster level and I think that I got that from the Children of the Void article, but I'm not sure.

CapGM |

I am going to be having my players going through a story arc beginning on our next game session where they have to go to a different planet. I just made for the story a minor artifact (one of a few) that will take them there. Kinda like a stargate idea. Been converting over some aberrations and establishing it as an abberation homeworld.

Scott Andrews |

ciretose wrote:Scott Andrews wrote:Who else is excited about the campaign possiblities brought about by the existence of this spell?Not to mention the outline of the other planets in the system in "Children of the Void"
That was one of my favorite articles, I hope it gets it's own book at some point.
Yep. Pathfinder Barsoom is way too awesome to let lie.
Did they ever determine the range on greater teleport? I've got one of 10,000 miles/caster level and I think that I got that from the Children of the Void article, but I'm not sure.
Greater teleport doesn't have a range limit, but you do need a very good description of a specific place on a planet to teleport to it, while interplanetary teleport you can shoot for a randon spot on a planet you haven't been to but know the name of.

Ravingdork |

Scott Andrews wrote:Who else is excited about the campaign possiblities brought about by the existence of this spell?Not to mention the outline of the other planets in the system in "Children of the Void"
That was one of my favorite articles, I hope it gets it's own book at some point.
Children of the Void? Where can I find that?
I loved the write up of the various planets in the Campaign Setting book and always wanted to Greater Teleport to them one day. Any more info on them would be awesome!

Quantum Steve |

So you have to know the name of the planet? This isn't really a rules question, but "What's in a name?"
At some point, someone had to make up a name for the planet. If I point to a planet in the sky and name it "Foosbarl", could I then teleport there because I know the name I gave it? How many people have to call it "Foosbarl" for that to be it's name? Historically, people from different regions frequently have different names for the same thing. Does a planet have just one "True" name?

Scott Andrews |

ciretose wrote:Scott Andrews wrote:Who else is excited about the campaign possiblities brought about by the existence of this spell?Not to mention the outline of the other planets in the system in "Children of the Void"
That was one of my favorite articles, I hope it gets it's own book at some point.
Children of the Void? Where can I find that?
I loved the write up of the various planets in the Campaign Setting book and always wanted to Greater Teleport to them one day. Any more info on them would be awesome!
I think its in Pathfinder #14.

Kain Darkwind |

Children of the Void specifically stated that greater teleport wasn't enough to move between planets, that the distances were too great.
I think that's why I picked 10,000 miles per caster level. At that rate, the spell can get you to any place on earth you can think of, no matter what caster level it is at. If you were on Jupiter, at 13th caster level when you get the spell, it could put you at any place on that planet as well. My reasoning for the infinite range listed is that spellcasters just figured the range was limitless given that it could get them any place they wanted.
At 20th caster level, even the moon would be in range, but nothing else.

Sayer_of_Nay |

Children of the Void specifically stated that greater teleport wasn't enough to move between planets, that the distances were too great.
That ruling upset me when I first read it andit still does; Greater Teleport specifies that it has not limits concerning distance. Nerfing a Greater teleports capacity just to pimp their more expensive version was/is lame IMO. It wouldn't be as bad if they actually worked on a *valid* reason for a Greater Teleport to not function. Using distance as a means to disallow a spell that isn't limited by distance seems... flawed.

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Children of the Void specifically stated that greater teleport wasn't enough to move between planets, that the distances were too great.
I think that's why I picked 10,000 miles per caster level. At that rate, the spell can get you to any place on earth you can think of, no matter what caster level it is at. If you were on Jupiter, at 13th caster level when you get the spell, it could put you at any place on that planet as well. My reasoning for the infinite range listed is that spellcasters just figured the range was limitless given that it could get them any place they wanted.
At 20th caster level, even the moon would be in range, but nothing else.
Which was why they had
Interplanetary Teleport
In addition to spells like wish and miracle, there’s at least one
incantation that is capable of sending a group of creatures instantly from one planet to another.
Interplanetary Teleport
School conjuration (Teleportation); Level cleric 9, sorcerer/
wizard 9, travel 9
Description
This spell functions as teleport, save that there is truly no range
limit and you do not need to have seen your destination, though
you must have a solid grasp of which world you wish to travel to (“Verces” is an acceptable destination, but “a habitable world near that bright star” is not). If you have a specific location on a planet in mind, you arrive there without a chance of failure, otherwise you arrive at a location that would not immediately be life-threatening. If no such safe landing zone exists on the world, such as someone attempting to travel into the sun without the proper precautions in place, the spell simply fails.

Ravingdork |

Kain Darkwind wrote:Children of the Void specifically stated that greater teleport wasn't enough to move between planets, that the distances were too great.
I think that's why I picked 10,000 miles per caster level. At that rate, the spell can get you to any place on earth you can think of, no matter what caster level it is at. If you were on Jupiter, at 13th caster level when you get the spell, it could put you at any place on that planet as well. My reasoning for the infinite range listed is that spellcasters just figured the range was limitless given that it could get them any place they wanted.
At 20th caster level, even the moon would be in range, but nothing else.
Which was why they had
Interplanetary Teleport
In addition to spells like wish and miracle, there’s at least one
incantation that is capable of sending a group of creatures instantly from one planet to another.Interplanetary Teleport
School conjuration (Teleportation); Level cleric 9, sorcerer/
wizard 9, travel 9
Description
This spell functions as teleport, save that there is truly no range
limit and you do not need to have seen your destination, though
you must have a solid grasp of which world you wish to travel to (“Verces” is an acceptable destination, but “a habitable world near that bright star” is not). If you have a specific location on a planet in mind, you arrive there without a chance of failure, otherwise you arrive at a location that would not immediately be life-threatening. If no such safe landing zone exists on the world, such as someone attempting to travel into the sun without the proper precautions in place, the spell simply fails.
So they broke their own rules and then created a patch for the hole they left behind? Why? It's such a waste of energy! It's like burning your barn down, then rebuilding it because you realized you need it to make a livelihood. Why did you burn the barn to begin with!?
Did the module require it to plug a plot hole or something? It just doesn't make any sense!
I'm glad it's a v3.5 module. It doesn't apply to the modern Pathfinder rule set as far as I'm concerned.

Sayer_of_Nay |

So they broke their own rules and then created a patch for the hole they left behind? Why? It's such a waste of energy! It's like burning your barn down, then rebuilding it because you realized you need it to make a livelihood. Why did you burn the barn to begin with!?Did the module require it to plug a plot hole or...
I agree with you 110%.

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So they broke their own rules and then created a patch for the hole they left behind? Why? It's such a waste of energy! It's like burning your barn down, then rebuilding it because you realized you need it to make a livelihood. Why did you burn the barn to begin with!?
No.
They did it to assure only high level characters could do it. Having 13th level wizards be able to regularly safely travel between worlds would mean most large cities would have one or two people capable of going to another planet.
That changes the whole game.
Making it a 9th level spell assures there is little interaction between worlds.

Drejk |

Might be unthought about leftover of 2nd edition, where major planets existed within their own crystal spheres and thus were beyond range of teleport without error (still I think that it varied between books and wasn't adamant part of mechanics) and was never amended in 3rd edition which never bothered with cosmos modeled after our own. Pathfinder as mechanic inherited greater teleport through third edition as unlimited rang spell but it gets cranky with Golarion which specificially uses regular spaces instead of some more exotic crystal sphere/phlogiston/celestial spheres/universes limited to single planet/etc.
Remember that Pathfinder is setting-neutral mechanics and Golarion is specific setting that might require local tweaks. Still I think that limiting teleportation to 9th level spell is not what I would realy want as it creates paradigm of only almost-epic characters go to other planets.

Eric The Pipe |

Scott Andrews wrote:I know my Kingmaker group is already talking about claiming hexes on other worlds.We are? I wasn't aware our characters even had a concept of interplanetary.
How about we focus on conquering... I mean exploring the world we're on first.
FIRST THE WORLD, THEN THE UNIVERSE!!!!!!!! MWA HAHAHAHAHAHAHAHAHAHAHAHA!

Eric The Pipe |

Okay, this has appearently been asked and answered, but I still don't understand.
What are all of you talking about? Can I get a link or something? I am intrigued and confused.
There is a new spell out, it is nerdtastic. It allows the characters to teleport between planets, not just across the world.

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BobChuck wrote:There is a new spell out, it is nerdtastic. It allows the characters to teleport between planets, not just across the world.Okay, this has appearently been asked and answered, but I still don't understand.
What are all of you talking about? Can I get a link or something? I am intrigued and confused.
New? It has been out for 2.5 years.
Or did I miss a re-release of the spell?

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Who else is excited about the campaign possiblities brought about by the existence of this spell?
If the spell exists it's meh. It doesn't open up any possibilities that I could not have created by more interesting means, such as spelljammers. (my personal preference over something as mundane as a spell)

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Okay, this has appearently been asked and answered, but I still don't understand.
What are all of you talking about? Can I get a link or something? I am intrigued and confused.
Okay, please, please, the next person who replies to this, please include an actual reference, because there are an apparently large number of people who have no idea what you are talking about.
I know you are trying, but none of you are actually answering the question.
A link to an SRD or rules reference or a proper book name and page number.
Please.

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BobChuck wrote:Okay, this has appearently been asked and answered, but I still don't understand.
What are all of you talking about? Can I get a link or something? I am intrigued and confused.
Okay, please, please, the next person who replies to this, please include an actual reference, because there are an apparently large number of people who have no idea what you are talking about.
I know you are trying, but none of you are actually answering the question.
A link to an SRD or rules reference or a proper book name and page number.
Please.
Pathfinder #14 54

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Thank you!
Also, here's Children of the Void, mentioned in the second post.
Well, it's a link to the Product, anyway, which happens to be part of an old Adventure Path. You'll have to get the text on your own. Can anyone summarize?
EDIT: okay, from what I'm understanding, this thread is about traveling to ...other planets? From Golarion? And the details on these other planets are in Children of the Void?
I do apologize for being so insistent on getting some clarification, but I hope you can see how I was so confused.
I'm still confused, of course; I mean, why does a random Adventure Path book have rules for other campaign settings that also happen to be other planets? I don't understand.
But at least I know what we're talking about, which is nice. So again, thanks for that.

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Thank you!
Also, here's Children of the Void, mentioned in the second post.
Well, it's a link to the Product, anyway, which happens to be part of an old Adventure Path. You'll have to get the text on your own. Can anyone summarize?
Jadeite linked to that spell in Archives of Nethys, just click "here" in his post.

Eric The Pipe |

Eric The Pipe wrote:BobChuck wrote:There is a new spell out, it is nerdtastic. It allows the characters to teleport between planets, not just across the world.Okay, this has appearently been asked and answered, but I still don't understand.
What are all of you talking about? Can I get a link or something? I am intrigued and confused.
New? It has been out for 2.5 years.
Or did I miss a re-release of the spell?
it's in the Inner Sea World Guide pg. 296

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Interplanetary teleport was reprinted in the Inner Sea Guide, which is why some people are just now seeing it for the first time.
OH! This is an Inner Sea Guide thread?
...oh my god I'm trolling. I'm sorry. I think the topic is interesting, but I clearly have no idea what's going on, and should stop posting.

Eric The Pipe |

Eric The Pipe wrote:it's in the Inner Sea World Guide pg. 296Thanks, that reduces my confusion. Although it still isn't new for me.
And civilized people don't use teleport spells to reach other planets, they use ships powered by spelljammers!
I have not nor well i ever claim to be civilized. \in fact i'm slightly offended you would suggest that i would be\
\\= sarcasm. i am joking (i know you probably can figure this out, but i want to be clear)

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Technically speaking if I remember correctly, it's not a Pathfinder spell, but one created for 3.5, so it's not part of the current rules set.
Of course there's no reason not to use that spell in a home game, at your descretion. I personally think that it's not anything particular to be excited about since you have to be playing at at least 17th level to have use of it. And there are other ways of getting your PC's to space if one really wants to.

Volaran |
.
I'm still confused, of course; I mean, why does a random Adventure Path book have rules for other campaign settings that also happen to be other planets? I don't understand.
But at least I know what we're talking about, which is nice. So again, thanks for that.
To answer that (spoilers for the Second Darkness]
Children in the Void in particular deals with otherworldly creatures that spill forth from a meteor impact near Riddleport (the test run of the starfall magic). Since things are being called forth from deep space, it does seem appropriate to describe (at least in brief) the other worlds on Golarion's system.
The Second Darkness also deals quite a bit with elven history, their magical gate system, the divide between elf and drow and how that transformation can occur in Golarion. Since the elven gate system includes interplanetary gates (yes, Golarion's elves have magic Stargates), so it also fits in that respect.

wesF |

Eric The Pipe wrote:it's in the Inner Sea World Guide pg. 296Thanks, that reduces my confusion. Although it still isn't new for me.
And civilized people don't use teleport spells to reach other planets, they use ships powered by spelljammers!
I always liked the idea of spell jammers. You need a powerful caster to make it, but not to "fly" it. With the assistance and financial backing of a powerful kingdom a powerful caster could theoretically create a spelljammer relatively quickly.
Put an effect identical to an necklace of adaptation on the ship and *Poof* space ship. Of course there are other considerations such as vast vast vast distance between planets, food/waste issues, friction caused by re-entry, ect. All can be overcome by magic, but the cost/benefit ratio just isnt there.
The "stargate" concept is a much more viable and cost effective way to travel between planets via magic. So an interplanetary spell should be the realm of only extremely powerful casters.
Of course if a spelljammer had an interplanetary spell built into it that would solve a lot of other issues. Of course it should have a cooldown of at LEAST a week. Plenty of time for an adventuer without a untimate escape plan.

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I have fond memories of Dragonstar a setting produced by Final Fantasy Flight games which went by the watchword, Science follows the rules, Magic breaks them.
the game featured spacecraft which had conventional drives for planetary and interplanetary flight and special teleport globes with wired in astronav computers for star travel.
And the Dragons were in charge, each House rotating the throne for a thousand years. At the time of the setting the last of the Metallic Houses had just yielded the throne to the Red Emperor 50 years ago.
And the Drow are in charge of both Elven Affairs...and the Imperial Secret Police.

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Kain Darkwind wrote:Greater teleport doesn't have a range limit, but you do need a very good description of a specific place on a planet to teleport to it, while interplanetary teleport you can shoot for a randon spot on a planet you haven't been to but know the name of.ciretose wrote:Scott Andrews wrote:Who else is excited about the campaign possiblities brought about by the existence of this spell?Not to mention the outline of the other planets in the system in "Children of the Void"
That was one of my favorite articles, I hope it gets it's own book at some point.
Yep. Pathfinder Barsoom is way too awesome to let lie.
Did they ever determine the range on greater teleport? I've got one of 10,000 miles/caster level and I think that I got that from the Children of the Void article, but I'm not sure.
And though it isn't exactly rules as written... I strongly suggest that you keep the actual teleportation between planets to interplanetary teleport, if only to keep interplanetary travel even more rare and special. A LOT of monsters have greater teleport, and by imposing a range of "planetary" to greater teleport helps to limit their travel without impacting the usability of greater teleport at all... since most campaigns never leave their planet.