| David knott 242 |
In my campaign, the primary spellcasters are a summoner and a witch, both 13th level. We also have the services of an 11th level oracle for the near future and will soon be replacing her with another dedicated healer. Both of the primary spellcasters know the spells Teleport and Greater Teleport, so we can use the latter spell to transport some 1st level commoners four at a time. The only problem with this method is that it can get rather tedious when the number of people we want to transport is in the 50-100 range. Their destination is the Darklands, deep beneath the surface. Are there any magic items or spells that could be used to move more people faster?
The commoners in question are followers of the summoner and are willing to be taken wherever he wants them to go. Also, since they are his followers, solutions that require the summoner to do most of the work are preferred. While we would like to employ whatever solution we can find as soon as possible, I am open to solutions that might not be doable for another level or two if necessary.
Pretty much anything in Pathfinder by Paizo is acceptable. 3rd party products for Pathfinder and D&D 3.5 material by Wizard of the Coast may be considered by my DM. Cohort and followers are mostly predetermined, but I would be open to minor tweaks that might give one of them the ability to help out in this regard.
So -- is there any method that can move large numbers of people more efficiently than Greater Teleport spells?
| James0235 |
Well this spell worked quite well.
http://www.giantitp.com/comics/oots0910.html
(not a pathfinder spell, in fact not even a spell, it's from a psionic)
still couldn't not mention it.
| Kayerloth |
Within PF yes ... but not available to a 13th level caster (except as mentioned above by scrolls or other methods). Teleportation Circle will Teleport (as in Greater Teleport) any who stand within it to the designated location. It can be made permanent via Permanency and has a duration of 10 min/level in any case ... a lot of folks could step into the Circle over its duration even if the GM places fairly strict rules concerning how many could enter per round.
Shadow Walk is somewhat imprecise but has a much higher creature limit (1/level) and might be an improvement in terms of numbers moved and unlike Teleportation Circle is only 6th level.
Note that while easy enough to houserule Gate strictly speaking must be used for interplanar travel. Hence the existence of the Worldwalk spell mentioned below.
A gate cannot be opened to another point on the same plane; the spell works only for interplanar travel.
Outside of PF material there are various 3.5E methods primarily involving the creation of a "portal". See Forgotten Realms and Planescape campaign settings for rules involving the use and creation of such portals. I'd post something more specific but lack access to the material right now. Believe FR had a spell called Worldwalk that was very similar to a Gate spell (used for travel) that would open a gate between two points within the same plane.
| Protoman |
Cast Lesser Create Demiplane for the actual demiplane. Your choice on permanency.
Cast Greater Create Demiplane twice (but some scrolls or something) for the Gate effect. Pick the army's original location and destination as the Gate points into demiplane. It's instaneous so it lasts as long the demiplane does; should be long enough to move whole armies.