Question on spell concept


Advice


Currently there are multiple methods of preventing a creature from trans-locating (teleport, dim-door, etc) such as spells, random radiation, various materials, etc.

Trans-location is described as travelling instantaneously through astral space from one location to the other.

Conceptually, could there be a spell that reinforces the already existing access to the astral plane so as to allow teleportation to succeed in places where it would othewise be denied?

If so, what spell level would you think it should sit at?

All opinions welcome.


There is a spell that does that already, Wish.

Given that even greater teleport as a 7th level spell cannot circumvent the normal methods that block access to teleportation, I think reserving it to a 8/9th level spell is reasonable.

Basically a better version of greater teleport that can get around teleportation blocking magic.


Claxon wrote:

There is a spell that does that already, Wish.

Given that even greater teleport as a 7th level spell cannot circumvent the normal methods that block access to teleportation, I think reserving it to a 8/9th level spell is reasonable.

Basically a better version of greater teleport that can get around teleportation blocking magic.

Ok, maybe I wasn't clear enough. I don't want the spell to do the teleporting in and of itself.

What I want it to be able to do is allow teleport to be functional. Basically reinforce the connection to the astral plane when a teleport is used.

Think of it as similar conceptually to "scry and fry", with scry facilitating teleportation...but scrying doesn't do the actual teleporting.

It's a helper spell.


Didn't scry and fry get clarified to not actually work?

Anyways, I still the feel the same regardless of the spell not doing the actual teleporting. The abilities that are supposed to defeat teleport are supposed to defeat teleport. If you want something to beat them, it should be high level. I still suggest at least 8th level spell.

Either that or use dispel magic to get rid of the spell thats blocking teleportation. Not everything needs to be easy for full casters.


You could use the spell Spell Immunity and the greater version for this. As long as the method of blocking allows spell resistance it will work. This would work on an individual spell but not work on everything. I agree with Claxon that a single spell able to defeat multiple different spells and abilities should be high level and his estimate on the level sounds about right.


Conceptually, there could be a spell that does that. The key is in the implementation and scope; how well does it overcome teleport blocking. Is it automatic (allows you to treat it as though the defense wasn't even there), is it specific (overcomes 3rd-level or lower defenses or specifically dimensional anchor and dimensional lock), is there a restriction (only helps the caster).

For instance, if you made a spell called:

Astral infusion
Duration: 1 rd/caster level or until discharged
The next (teleportation) spell you cast has a chance to function despite magics restricting such travel. The teleporting caster can make a Caster Level check against DC 15 + CL of the warding magic. If successful, the spell functions as normal. If the blocking effect is not caused by a ward, spell, or magic item with a caster level, this spell has no effect.

This spell only functions for the caster (and a familiar) even if the spell being used allows multiple passengers. The caster is aware of this on a successful Caster Level check and may choose to abort the spell if they don't wish to leave their companions (the spell is lost). This spell only affects (teleportation) spells that utilize the astral plane for travel and there still must be a connection to the astral plane for this to spell function unless the loss of connection is do to warding magic. This spell does not overcome an antimagic field and multiple castings in effect at the same time do not allow multiple checks against warding magics.

Simple, straight-forward enough.
Something like that.. probably 2nd level. It takes its own spell and then the casting of another spell, which means it's probably going to cost you 2 rounds. It doesn't make your teleports more accurate (ie. a 'viewed once' location is still viewed once), it only works for the caster. It's not guaranteed to work, the CL check is difficult (being DC 15 +CL instead of 11 + CL).

Obviously these are just arbitrary restrictions for balance purposes and there's no reason that you couldn't make the Caster Level check be against DC 11 + CL or that you couldn't have an identical spell that works for the caster and passengers. Or you could make it a Swift spell which could make it possible to cast and then teleport in 1 round rather than 2. Any of those factors should result in an appropriate increase to spell level, however. Or save some of those for Astral infusion, greater

Setting the spell level will depend on several factors... I feel the above example would land in the Wiz/Sor2 range.


Pizza,

The opposed caster level check would be something I could see -- or a dispel mechanic allowing for lesser, and greater versions like dispel magic that doesn't actually dispel the blocking effect, but suspends it temporarily, long enough for the teleport to function once.

Duration would also be x amount of time until discharged.

Increasing scope to allow for passengers I could see as well. I like your idea.

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