| TeShen |
So I have a character with leadership, and I am interested in making my spellcasting minion into the ferryman. He can now cast teleport and the storyteller is allowing for a certain amount of retraining, so I can swap a few things around on the character... which in this case would be trading the one magical trait for another, namely magical lineage (teleport).
The problem is that the caster doesn't have enough of a caster level to move the entire party at once. So I am trying to come up with some way to, rather than using up three 5th level spell slots to get everybody in one place, make one teleport spell target everybody.
The lingering spell feat states...
. . . You may cause an instantaneous spell that affects an area to persist until the beginning of your next turn. Those already in the area suffer no additional harm, but other creatures or objects entering the area are subject to its effects. . . .
And teleport...
Teleport
. . .
Target: you and touched objects or other touched willing creatures
Duration: instantaneous
. . .
This spell instantly transports you to a designated destination, which may be as distant as 100 miles per caster level. Interplanar travel is not possible. You can bring along objects as long as their weight doesn't exceed your maximum load. You may also bring one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load) or its equivalent per three caster levels. A Large creature counts as two Medium creatures, a Huge creature counts as four Medium creatures, and so forth. All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you. As with all spells where the range is personal and the target is you, you need not make a saving throw, nor is spell resistance applicable to you. Only objects held or in use (attended) by another person receive saving throws and spell resistance. . .
So, teleport technically qualifies for the lingering spell feat. Would it allow 1 medium creature per three caster levels to teleport to the same location on the following round? Or would it not function like that since, in the following round, the caster himself is not there to make contact with?
Edit: Nevermind. I missed the part under lingering spell that stated 'and an area' and teleport doesn't have an area... so the two are incompatible.
| Quandary |
Teleport has a target not an area, so no it wouldn't work according to RAW.He already noticed that:
Edit: Nevermind. I missed the part under lingering spell that stated 'and an area' and teleport doesn't have an area... so the two are incompatible.
So the ´solution´ to this is finding / inventing a Teleport type spell that DOES use an area.
It would definitely be higher level (6th? 7th?), and probably could key off Caster Level to determine radius/diameter.The downside to such a spell is that you can´t be as selective, beyond where you position the effect/yourself,
though in many situations that can be just as beneficial, i.e. Teleporting a single enemy along with your gang.
Apathy_Dude
|
The closest thing to an area teleport is the Crypt Thing's Teleporting Burst Special attack from Bestiary 2.
Teleporting Burst (Su)
Once per day, a crypt thing can teleport all creatures within 50 feet of it to randomly determined locations. The crypt thing can only affect creatures of which it is aware and to which it has line of sight. A successful DC 16 Will save negates this effect. An affected creature is teleported in a random direction (roll 1d8, with 1 indicating north and the other numbers indicating compass going clockwise) and a random distance (1d10 × 100 feet) away from the crypt thing; determine each creature’s direction randomly. A teleported creature arrives in the closest open space to the determined destination, but must appear on a solid surface capable of supporting its weight. If there is no appropriate destination in that direction, the creature does not teleport at all. The save DC is Charisma-based.
If we were to change that from a special ability to a spell it would be 4th level (Crypt Thing has 15 Cha), and it would be very close to a close range spell (there is an extra 5ft added on to Teleporting Burst).
Now the OP wants a spell to be able to target it obviously, so I'd change it to a 6th level spell, and give it Dimension Door range. So if your DM allows new spells here's one:School conjuration(teleportation);Level Bard 6, sorcerer/wizard 6, summoner 5
Casting time 1 standard action
Components V
Range long (400 ft. + 40 ft./level)
Area 25 ft + 5 ft/2 levels radius around the caster
Duration instantaneous
Saving Throw will negates; Spell Resistance no and yes (object)
Description
You instantly transfer yourself and any creature in the area from your current location to any other spot within range. You always arrive at exactly the spot desired - whether by simply visualizing the area or by stating direction. After using this spell, you can't take any other actions until your next turn. All affected creatures can bring along objects as long as their weight doesn't exceed their maximum load.
If you arrive in a place that is already occupied by a solid body, you and each creature traveling with you take 1d6 points of damage and are shunted to a random open space on a suitable surface within 100 feet of the intended location.
If there is no free space within 100 feet, you and each creature traveling with you take an additional 2d6 points of damage and are shunted to a free space within 1,000 feet. If there is no free space within 1,000 feet, you and each creature traveling with you take an additional 4d6 points of damage and the spell simply fails.
| mdt |
hogarth wrote:You could try cramming everyone into a Portable Hole, teleporting, then letting everyone out of the hole at the destination.Should work, as they aren't really there, only the caster of the teleport and his gear, of which is a portable hole/bag of holding/other similar spell...
I foresee the following :
Half of team crawls into portable hole.
Caster picks up hole and teleports.
The caster rolls an Ooopsie.
Something big and nasty attacks the caster and the other two members of the team.
Something kills the caster and drags him off.
Half of team in portable hole die of suffocation 5 minutes after entering the hole, while hole is in the belly of whatever is digesting the caster.