Baleful Teleport


Homebrew and House Rules


I am currently unaware of a spell like this existing, but it seems like it absolutely should. If it does, please point it out to me. If it does not, I would appreciate some critiques.

Quote:

Baleful Teleport

School conjuration (teleportation); Level bard 4, inquisitor 4, sorcerer/wizard 5, witch 5
Casting Time 1 standard action
Components S, V
Range short (25 ft. + 5 ft./2 levels)
Target one hostile creature
Duration instantaneous
Saving ThrowWill negates; Spell Resistance yes

With a flick of your wrist, you make your enemy arrive in the path of harm. You instantly teleport a single target within range to any other point within the spell's range, provided that the target's final destination put it in harm's way, such as within the threatened range of an ally, onto a trap or into an ongoing spell effect. The target's final destination must be large enough for its size and must be capable of supporting the creature.

I'm considering also making the arrival provoke an AoO, but I'm not sure.


Bump?


  1. Buy permanently anti-magic cage and bear trap - set trap inside cage.
  2. Buy wands of "Baleful Teleport" for everyone in the party.
  3. ...
  4. Profit!


for the level i think it should random or fix distance i would not give the player that much control over it. but allso i would make it grab AoO upon landing


for the level i think it should random or fix distance i would not give the player that much control over it. but also i would make it grab AoO upon landing


AoO definitely fits in with the feel of the spell. I always imagine teleportation to be disorienting if you don't expect it.


Quote:

Baleful Teleport

School conjuration (teleportation); Level bard 4, inquisitor 4, sorcerer/wizard 5, witch 5
Casting Time 1 standard action
Components S, V
Range short (25 ft. + 5 ft./2 levels)
Target one hostile creature
Duration instantaneous
Saving ThrowWill negates; Spell Resistance yes

With a flick of your wrist, you make your enemy arrive in the path of harm. You instantly teleport a single target within range to any other point within the spell's range, provided that the target's final destination put it in harm's way, such as within the threatened range of an ally, onto a trap or into an ongoing spell effect. The arrival provokes attacks of opportunity. The target's final destination must be large enough for its size and must be capable of supporting the creature.

I think I'm going to stick with the short range. A random range gets rid of the utility of the spell (hard to target, even harder to ensure that the target moves someone harmful) making it something few people would take. A fixed range could work, but setting the range to 50 feet or so if functionally equivalent to a short range spell for most.

Contributor

The trouble is, "harm" is relative. Teleporting someone into a volcano is generally bad, except some creatures are immune to fire damage. Teleporting them to the roof a high tower where they'll slide down and plummet to their doom is bad unless they can fly, in which case it's a great place to go.

What you really need are two spells. One to teleport another person to somewhere of your choosing which can be pleasant or not depending on circumstances. Teleporting someone to the steps of the palace is generally not bad, but might be unpleasant if there's a riot or a war taking place, or even the ill-timed arrival of the royal carriage. The other spell would be one to teleport someone somewhere random which would have a very good chance of being bad.


The idea of this spell is that "harm" isn't "eventually a bad thing could happen" but something more immediate. Teleporting a fire elemental into a pool of lava wouldn't work, but teleporting it into your black tentacles spell effect would. I can see how "harm" is a bit subjective, and probably ought to be cleaned up and focused.

It might just need to say one of the three things above: into a threatened area, onto a trap or into a harmful spell effect. The short distance of the spell makes it hard to really put them somewhere existentially dangerous or somewhere that isn't immediately dangerous, but closing that ambiguity seems reasonable.

Shadow Lodge

For putting someone tactically into harm's way, there's hostile juxtaposition. For teleporting someone a great distance against their will, there's ice crystal teleport.


Mauril wrote:
Quote:

Baleful Teleport

School conjuration (teleportation); Level bard 4, inquisitor 4, sorcerer/wizard 5, witch 5
Casting Time 1 standard action
Components S, V
Range short (25 ft. + 5 ft./2 levels)
Target one hostile creature
Duration instantaneous
Saving ThrowWill negates; Spell Resistance yes

With a flick of your wrist, you make your enemy arrive in the path of harm. You instantly teleport a single target within range to any other point within the spell's range, provided that the target's final destination put it in harm's way, such as within the threatened range of an ally, onto a trap or into an ongoing spell effect. The arrival provokes attacks of opportunity. The target's final destination must be large enough for its size and must be capable of supporting the creature.

I think I'm going to stick with the short range. A random range gets rid of the utility of the spell (hard to target, even harder to ensure that the target moves someone harmful) making it something few people would take. A fixed range could work, but setting the range to 50 feet or so if functionally equivalent to a short range spell for most.

i am sorry i was not clear i was talking about how far the target moved such as if it read "the target is teleported 30 feet from there location before they where targeted away from you"(or"the target is teleported 1d6*10 feet in the direction that you choose, you may add 1d6*10feet for every for have your caster lvl) both of these whould allow you shunt them threw walls which sounds fun.

also just my 2cp


I do not like this spell because the damage / harm / danger is to Abstract. Not controlled would not want this spell cast on me. When in doubt you just teleport the up in the air and let them drop. It to string for 4 th level may be 6th .


A good thing to compare it to is Baleful Polymorph--both are 5th level spells, negated by a saving throw, and close ranged.
Unfortunately, I think Baleful Polymorph is superior:
First, your spell is very situational--it is only worth using if the target is
a)close to you
b)could be hurt a lot by moving a very short distance
c)the amount that the terrain/allies hurt them after moving said short distance is more than you could do with another 5th level spell.

Those are some pretty serious restrictions--5th level spells can be quite powerful, so you would need you, the enemy, and some terrain more deadly than a 5th level spell to all be really close together.

Now, Baleful polymorph, if the target fails its first saving throw, is a very powerful debuff. It reduces the target to 1 HD, so pretty much anything will kill it if it fails its first save. It's pretty much as powerful as a debuff can get without being a save-or-lose. Even so, Baleful Polymorph can be used in any situation, while Baleful Teleport is highly situational and STILL isn't necessarily a save-or-lose. That is WITHOUT even considering the fact that baleful polymorph forces the target to make a second saving throw or instantly lose the fight.

I'd suggest lowering your spell to 4th level.


Tom S 820 wrote:
I do not like this spell because the damage / harm / danger is to Abstract. Not controlled would not want this spell cast on me. When in doubt you just teleport the up in the air and let them drop. It to string for 4 th level may be 6th .

Well, you can't teleport a target into the air based on the specific wording of the spell as well as the rules on conjuration spells in general. I am inclined to agree with 137ben and lower the spell to 4th (with an equivalent adjustment for the partial casters). Except, as zimmerwald1915 points out, hostile juxtaposition is 5th level. It's also really close to the spell I was envisioning (although obviously not identical) and thus might not have a place in the game.

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