Cleric Spell Advice: Replacing Teleport


Advice


I'm currently running a campaign that is at 15th level, and we will no longer have a wizard in the group moving forward. Fortunately, the group has two clerics and an oracle (seer).

The problem I'm seeing is that the group relied heavily on teleport. I'm not seeing many options for clerics to quickly whisk the PC's around an empire until they get access to 9th level spells (Interplanetary Teleport).

Am I missing something? I don't even see any summoned monsters that can help (I'm guessing that is intentional).

Air Walk seems too slow, or maybe I'm reading it wrong. Control Winds would help that if it were a cleric spell or there was a druid in the group.

Any pointers would be helpful.


Well couple things come to mind. First, travel is their problem to solve not mine as GM. If they no longer have Teleport it is up to the group to figure out how to get around if something more than mundane walking or riding is desired (or necessary). The only reason I might worry about it (as a GM) is to be ready with how I might plan/respond. At 15th level things like an item(s) with Teleport might be one solution (or some other overland travel capability).

Clerics (at 15th level) do have access to Wind Walk, a 6th level spell capable of allowing travel at upwards of 60 mph over the course of 15 hrs (1 hour/level duration) which works out to around 900 miles if they can travel for the full 15 hours. Not as 'instantaneous' as Teleport but not exactly slow either since that can literally be as the crow flies in terms of moving overland.

And I'm guessing that this is an established ongoing campaign which makes other potential solutions more problematic. In the sense of a solution suddenly appearing the PCs were unaware of but seemingly ought to have been aware. Such as their faith having a network of portals available to the faithful especially those on mission for their faith or even just the 'common' existence of portals or gateways interconnecting cities, arcane guilds, etc.


A Helm of Teleportation could show up in the treasure horde of the next monster they fight. By default the caster level is 9 (meaning the wearer and three passengers), if your party is larger there's no reason it couldn't be a higher caster level (CL:15 would carry a party of 6).

If you want them to have teleportation available, just give them some teleportation...


Sounds great, I've always hated having my party just pop into the bad guys castle, alpha strike him, then pop back home in time for lunch...

You don't have a problem, you have an opportunity. Random encounters can be a thing again!

Wind Walk is pretty awesome for travel, and opens them up to the possibility of running into a lot of aerial opponents they might not normally encounter!


Ah, I meant to reference Wind Walk in my first post not Air Walk. That spell may do the trick. I think I was overlooking how fast they could move and the total distance they could cover. Thanks for all the feedback.

I know it may seem odd to want teleport back in the game, but I built the high level parts of the campaign to require some high level spells in order to accomplish the challenges.

The PC's are basically a special forces unit for an empire that is being attacked on several fronts. Political leader's are being assassinated, and several powerful enemy forces are converging on the region. There are several instances where they will need to defeat one force, and then very quickly get to the other side of the empire to quell another threat.


Alternatively, if you already know where you want to go (and there's a safe spot nearby) you can use word of recall. It functions well as a teleport spell, provided your location meets the requirements. Between that for places you've been to, and wind walk for places you haven't, you should be covered.


If you need to go significantly farther than the practical range of Wind Walk, like, say, the other side of an earth sized planet (earth's circumference is ~24900 mi), one of your clerics could use Lesser Planar Ally to hire a Janni to use plane shift to take you first to the astral plane or an elemental plane, and then again to shift you within 500 miles of your destination; then you could Wind Walk or something the rest of the way. It's probably only efficient over super long distances. It'll cost you 500 gold plus their fee, but that's not so bad.

I don't know the Bestiary that well, maybe there is some sort of Outsider you can get with actual Teleport or Greater Teleport to be a proper taxi service.


Godferret wrote:

If you need to go significantly farther than the practical range of Wind Walk, like, say, the other side of an earth sized planet (earth's circumference is ~24900 mi), one of your clerics could use Lesser Planar Ally to hire a Janni to use plane shift to take you first to the astral plane or an elemental plane, and then again to shift you within 500 miles of your destination; then you could Wind Walk or something the rest of the way. It's probably only efficient over super long distances. It'll cost you 500 gold plus their fee, but that's not so bad.

I don't know the Bestiary that well, maybe there is some sort of Outsider you can get with actual Teleport or Greater Teleport to be a proper taxi service.

I realize now that, of course, you can't guarantee a particular type of outsider with that spell. So this isn't as helpful if you can't learn a particular Janni (or other Genie's) true name. Not as helpful as I'd hoped.

Still, I suppose you could use your own castings of plane shift for a similar effect. Again, only really useful if you're going somewhere thousands of miles away.


alexd1976 wrote:

Sounds great, I've always hated having my party just pop into the bad guys castle, alpha strike him, then pop back home in time for lunch...

You don't have a problem, you have an opportunity. Random encounters can be a thing again!

Wind Walk is pretty awesome for travel, and opens them up to the possibility of running into a lot of aerial opponents they might not normally encounter!

This is not a problem if castle and dungeons are properly defended against teleportation (which they would be in any world with teleportation).

As for in game, if you have multiple clerics, you can always offer them the travel domain which grants them access to teleport. Otherwise, you're kind of stuck from the viewpoint of rapid travel. You can buy items to make up for it. But really a cleric with the travel domain would be the ideal.


Create Mr. Pitt wrote:

This is not a problem if castle and dungeons are properly defended against teleportation (which they would be in any world with teleportation).

As for in game, if you have multiple clerics, you can always offer them the travel domain which grants them access to teleport. Otherwise, you're kind of stuck from the viewpoint of rapid travel. You can buy items to make up for it. But really a cleric with the travel domain would be the ideal.

Yes, this is not a problem in my game. In fact, most lairs will have counter measures for even high level spells. Most of the rulers are CR 20+, and plan accordingly. I've got a scene coming up where the enemy is obviously begging for a scry and teleport sequence, of course it's a trap. Now, it may play out differently.

The travel domain is a good idea, but we're not going to re-write PC's that have been in play for over a year (it might be longer).


Look into the spell research rules, technically by the blessing of a DM a player can research a spell that is not of their type.

Forexample that one of the Clerics/Oracles research a spell that allows them to teleport, the easiest way is to just let them research teleport subtract the money and time cost and let them use it. Or you can make it into a questline where they gather a bit of material and steal the soul of a mage who happend to be a teleport expert etc etc.

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