My party did some creative thinking with spells and wanted to share.


Pathfinder First Edition General Discussion

Grand Lodge

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

So the party in a game I am running needed to cross a large distance and the party wizard just gained access to teleport but the party is pretty big (6) plus has 2 cohorts and an animal companion (large size wolf) and an npc ally. They were wracking their brain for a bit and than the wizard came up with using reduce person(mass) to make the whole party tiny and I suggested the ranger use carry companion on her animal companion. So the 7 medium people become tiny thus I ruled they count as half a person for the spell since the spell says a large counts as two. So with one teleport instead of what would originally needed 4 (there and back twice) they got where they needed. This also will give them a pretty big advantage as it is for the beginning of a chapter of an ap and traveling by magic buys them two weeks of prep they wouldn't have if they went on foot.


By RAW it wouldn't work, but given how the rules for larger creatures are, it's not too much of a stretch to allow it. The typical alternative is stuffing people in a bag of holding.

Alternatively, spam teleport back and forth. Might need a day of rest and time for finding each other again, but still better than walking for two weeks.

Grand Lodge

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

Yah it was the rules for large that made me ok it and it allowed them to not have to spend 2-4 days or waste a bunch of money on scrolls.

Either way it was creative use of magic and I regret not roleplaying a twonsfolk seeing a wizard pop into town and dump a buch or tiny people out of his pockets.


The usual method is putting most of the party into a bag of holding and then have the wizard teleport carrying the bag.

Since you just got the spell, your max range is 900 miles.

Nicolas Paradise wrote:
the party is pretty big (6) plus has 2 cohorts and an animal companion (large size wolf) and an npc ally.

That is 6+2+2+1=11 medium equivalent to transport.

The Carry Companion removes the wolf, leaving 9 to travel.
At 9th level, the Wizard gets himself+3.
To move 9, he needs 5 teleports:
1: self+3 to destination
2: self back
3: self+3 to destination
4: self back
5: self+2 to destination
That means he will have 5 chances for the teleport to go wrong.
This is not a safe choice.

Alternative is hiring a caster to give you the spell.
Since Teleport requires the caster to go with you and then back, it incurs a risk charge over normal spells.
[Note: if the GM states you can teleport others without going yourself, that changes the price back to normal.]

I prefer a slightly higher 6th level spell: Wind Walk. This gets you 60 miles per level, but the caster does not need to go with you and there is no chance for a mishap. It still has the 1/3 level clause, so the 11th level caster needs 3 castings, but all people can end up in the same place. Distance at 11th level is 660 miles.
Another 6th level spell that carries more is: Open the Dead Roads. This gets you 50 miles per level, and 1 creature/level, so everyone goes together. The caster can go back home with Word of Recall. Distance at 11th level is 550 miles.

/cevah

Scarab Sages

The name of the spell makes me think travelling via it will be something like this . . .

https://youtu.be/aAtkiolzTFQ

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