Any explosive or damaging dimension door spells?


Pathfinder First Edition General Discussion


What it says on the tin, are there any damaging teleportation spells or dimension door-like spells that have an end result or leave an area while causing damage?


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I think there is literally something called explosive arrival or implosion or something like that.

Whoops, I was thinking Obedience from Trelmarixian.

The Exchange

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Damnation stride


Belafon wrote:
Damnation stride

If this works with Dimensional Savant...

Liberty's Edge

Belafon wrote:
Damnation stride

Advance Race Guide. It is a Tiefling spell, so you can get it only with the GM's permission.

VoodistMonk wrote:


If this works with Dimensional Savant...

To add sneak attack damage?

The point of origin of the attack (the burst of fire) is still the corner of your square, not the whole area.


Not to add Sneak Attack, no.

I have always liked the visual of teleporting back and forth through the same enemy, drawing a pentagram with my blade through the target... and if this spell works as Dimension Door, then every time I teleport to the other side of the target, they take 4D6 fire damage on top of my attack... again and again and again.

It's lovely if it works with Dimensional Dervish, just lovely, I tell you.


VoodistMonk wrote:

Not to add Sneak Attack, no.

I have always liked the visual of teleporting back and forth through the same enemy, drawing a pentagram with my blade through the target... and if this spell works as Dimension Door, then every time I teleport to the other side of the target, they take 4D6 fire damage on top of my attack... again and again and again.

It's lovely if it works with Dimensional Dervish, just lovely, I tell you.

It's unclear, but I would run it as the "explosion" happens once but you can break up the teleportation effect as normal.

Otherwise it get's a bit ridiculous as you teleport in 5ft increments around the target getting 4d6*(400+40ft/lvel)/5ft damage.

That's an "obviously this is too good to be true" interpretation that would out right break the game if allowed.


I might allow it it to "fire off" with every jump, with the caveat that no target suffer more than 4d6 dmg (stacking rules..something something..GM said so!). And that just as you can provide flank to yourself, you can burn yourself if you land within the AoE the flame.


You guys and your logic... ruining all my fun. Lol.


Dimension Door causes 20d6 falling damage if you get creative with it :)

Dimension Door doesn't disallow teleporting 400ft+40ft/lvl straight up into the air, so if you ever have an enemy who grabs/grapples you, cast Dimension Door and allow them to teleport with you as a willing target if they want, and then cast Feather Fall or Fly on your way down.

You could probably only get away with this once per DM though :P


Ryze Kuja wrote:

Dimension Door causes 20d6 falling damage if you get creative with it :)

Dimension Door doesn't disallow teleporting 400ft+40ft/lvl straight up into the air, so if you ever have an enemy who grabs/grapples you, cast Dimension Door and allow them to teleport with you as a willing target if they want, and then cast Feather Fall or Fly on your way down.

You could probably only get away with this once per DM though :P

A good DM wont let you get away with it even once, because the restriction on where you can teleport is in the conjuration magic description, not the spells.

"A creature or object brought into being or transported to your location by a conjuration spell cannot appear inside another creature or object, nor can it appear f loating in an empty space. It must arrive in an open location on a surface capable of supporting it."

Add to that the being grappled imposes a concentration check of 10+CMB+spell level and you're unlikely to be able to cast anyways.

And supposing your GM doesn't mind you're teleporting up, because you can naturally fly, and supposing you make the check, and supposing the enemy is a willing creature (it's unclear if they would know you're about to teleport assuming they know nothing about what you've cast to decide whether or not to be willing, but let's assume the choose to be willing because they're crazy like that) I would rule they simply teleport with you and continue to grapple you, holding on. And you both fall and take falling damage. Or you're strong enough and wings can move (not pinned) or using magical flight and you hang in mid-air whilst being grappled.


Do the general teleportation rules prohibit "landing" in mid air? The operative part of the rules seems to be "transported to your location" if you are teleporting to "up there" nothing is being "transported to your location."


Claxon wrote:


A whole bunch of stuff about crushing my hopes and dreams.

My only defense is that Specific > General rules...

Magic wrote:

Conjuration

Each conjuration spell belongs to one of five subschools. Conjurations transport creatures from another plane of existence to your plane (calling); create objects or effects on the spot (creation); heal (healing); bring manifestations of objects, creatures, or forms of energy to you (summoning); or transport creatures or objects over great distances (teleportation). Creatures you conjure usually- but not always- obey your commands.

A creature or object brought into being or transported to your location by a conjuration spell cannot appear inside another creature or object, nor can it appear floating in an empty space. It must arrive in an open location on a surface capable of supporting it.

The creature or object must appear within the spell’s range, but it does not have to remain within the range.

Subschools

Calling: a calling spell transports a creature from another plane to the plane you are on. The spell grants the creature the one-time ability to return to its plane of origin, although the spell may limit the circumstances under which this is possible. Creatures who are called actually die when they are killed; they do not disappear and reform, as do those brought by a summoning spell (see below). The duration of a calling spell is instantaneous, which means that the called creature can’t be dispelled.

Creation: a creation spell manipulates matter to create an object or creature in the place the spellcaster designates. If the spell has a duration other than instantaneous, magic holds the creation together, and when the spell ends, the conjured creature or object vanishes without a trace. If the spell has an instantaneous duration, the created object or creature is merely assembled through magic. It lasts indefinitely and does not depend on magic for its existence.

Healing: Certain divine conjurations heal creatures or even bring them back to life.

Summoning: a summoning spell instantly brings a creature or object to a place you designate. When the spell ends or is dispelled, a summoned creature is instantly sent back to where it came from, but a summoned object is not sent back unless the spell description specifically indicates this. A summoned creature also goes away if it is killed or if its hit points drop to 0 or lower, but it is not really dead. It takes 24 hours for the creature to reform, during which time it can’t be summoned again.

When the spell that summoned a creature ends and the creature disappears, all the spells it has cast expire. A summoned creature cannot use any innate summoning abilities it may have.

Teleportation: a teleportation spell transports one or more creatures or objects a great distance. The most powerful of these spells can cross planar boundaries. Unlike summoning spells, the transportation is (unless otherwise noted) one-way and not dispellable.

Teleportation is instantaneous travel through the Astral Plane. Anything that blocks astral travel also blocks teleportation.

Quote:

Dimension Door

School conjuration (teleportation); Level bard 4, magus 4, sorcerer/wizard 4, summoner 3, unchained summoner 4, witch 4; Domain travel 4; Bloodline arcane 4; Mystery solar 4

CASTING

Casting Time 1 standard action
Components V

EFFECT

Range long (400 ft. + 40 ft./level)
Target you and touched objects or other touched willing creatures
Duration instantaneous
Saving Throw none and Will negates (object); Spell Resistance no and yes (object)

DESCRIPTION

You instantly transfer yourself from your current location to any other spot within range. You always arrive at exactly the spot desired – whether by simply visualizing the area or by stating direction. After using this spell, you can’t take any other actions until your next turn. You can bring along objects as long as their weight doesn’t exceed your maximum load. You may also bring one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load) or its equivalent per three caster levels. A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth. All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you.

If you arrive in a place that is already occupied by a solid body, you and each creature traveling with you take 1d6 points of damage and are shunted to a random open space on a suitable surface within 100 feet of the intended location.

If there is no free space within 100 feet, you and each creature traveling with you take an additional 2d6 points of damage and are shunted to a free space within 1,000 feet. If there is no free space within 1,000 feet, you and each creature traveling with you take an additional 4d6 points of damage and the spell simply fails.
Mythic

The duration of this spell changes to 1 round per 2 caster levels, and it creates A temporary, invisible, one-way portal in your square to your destination. You immediately pass through the portal and arrive at the destination, but you can’t take any other creatures with you.

When casting the spell, you can designate a number of creatures equal to your caster level.

These creatures can see and use the portal, passing through it to arrive at the destination (this isn’t an action). A creature that passes through the portal can’t take any other actions until its next turn.

... and "Up" is a direction :P


Ryze: unless someone can answer the question I asked right before you then you don't even need to make your arguement.


Meh, full BAB is 16D6 max... full BAB with GTWF is, what, 28D6... on top of weapon damage from the 4-7 attacks? It's a 5th-level spell... so character level 9-ish? Even the Summoner gets it at 10. Dimensional Dervish is locked behind BAB+6, too... making the Summoner the only one that could actually have this online relatively "early".

It scales pretty similar to every other 1D6/CL spell unless GTWF is involved... but GTWF makes you until level 10-11, anyways. It takes six feats to get both Dimensional Dervish and GTWF... and you can't even take Dimensional Agility until you can cast a 4th-level spell. That's level 7-10, for the first of three feats. Two of the three TWF feats have BAB requirements. Going all out, on literally nothing else, including retraining shenanigans, a Summoner could have this online at 15... this is pretty much the absolute earliest possible level you could ever see this used outside of some Fight/Wizard gestalt.

Such things are rare enough that they shouldn't be banned before they get a chance to happen enough to prove disruptive. The player bought the ticket, let them take the ride... this is the moment they have been waiting for. Literally [and exactly] what they were built for. We should all be so lucky to have such a defined purpose in life.

I'll all it at my tables, regardless of how it turns out here. Might even build an evil NPC just to use this against the party... not even because it's "powerful", but because it sounds fun to explain what's happening like a story mid-combat. It's flashy and fun, more than it is unbalanced. At the end of the day, it's just fire damage... which is a very common element for one to gain resistance to. And, well, sorry if you got attached to your high-level character that couldn't survive ~98 fire damage along with ~7 attacks.

And the spell is meant for a specific race? And they can save for half every time? It deserves a chance.

Liberty's Edge

Claxon wrote:
VoodistMonk wrote:

Not to add Sneak Attack, no.

I have always liked the visual of teleporting back and forth through the same enemy, drawing a pentagram with my blade through the target... and if this spell works as Dimension Door, then every time I teleport to the other side of the target, they take 4D6 fire damage on top of my attack... again and again and again.

It's lovely if it works with Dimensional Dervish, just lovely, I tell you.

It's unclear, but I would run it as the "explosion" happens once but you can break up the teleportation effect as normal.

Otherwise it get's a bit ridiculous as you teleport in 5ft increments around the target getting 4d6*(400+40ft/lvel)/5ft damage.

That's an "obviously this is too good to be true" interpretation that would out right break the game if allowed.

I agree with Claxon.

- - -

Dimension Door wrote:
Target you and touched objects or other touched willing creatures

Unless the grappled opponent is unconscious you can't Dimension Door him.

Or, as Claxon said, he is willing for some personal motive. Deciding on the NPC motivations is GM territory.

Liberty's Edge

Java Man wrote:
Do the general teleportation rules prohibit "landing" in mid air? The operative part of the rules seems to be "transported to your location" if you are teleporting to "up there" nothing is being "transported to your location."

AFAIK, that limitation applies only to Conjured or Summoned creatures. I allow people to DD in mid-air.

With Teleportation, I am a bit more restrictive as you need to visualize the destination point, and visualizing "a point 100' above Times Square" is a bit harder in a world where you don't have footage from drones and helicopters. Even if you have the Fly spell you rarely had the chance to do that extensively over the correct spot. If you have LOS to the point in mid-air you can use that appropriate line of the table.

Trivia: in AD&D 1st and 2nd editions an error while teleporting did place you above or below the target spot. Teleport was rarely used as teleporting into packed earth was deadly.

Liberty's Edge

VoodistMonk wrote:
Stuff.

At your table, it is perfectly kosher. At mine practically all the players and the GM will react negatively to the idea.

Balance-wise, it isn't a 5th-level spell doing 16d6, it is a spell mimicking DD with additional AoE damage. Reaching the damage output of a 5th-level spell with an AoE is a bit too much.

If we add the race to the limitations to casting it, I could allow it as a 4th-level spell for Tiefling only (but it would still apply the damage only once for each casting).

BTW, your post gave me the idea of a variant: every time you DD with the variant Damnation stride you leave behind a 10' radius cloud of smoke. With the right gear or racial trait, it could be very interesting, especially if the variant allows you to drop the smoke screen more than once in a round.


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while i would have little problem with a level 16 doing that much damage while porting around. the spell say:

"Choose one corner of your starting square"
-your starting square is only the first one and even if you return to it, it's that one corner only.


zza ni wrote:

while i would have little problem with a level 16 doing that much damage while porting around. the spell say:

"Choose one corner of your starting square"
-your starting square is only the first one and even if you return to it, it's that one corner only.

Yeah, I seen that the first time I read the spell... I knew my plan was dead in the water from the start.

If one wanted to be pedantic and argue, on a technical level, every stop-go teleport has its own starting square. Lol.


There is a 3pp feat that lets you cast Teleport and leave a Fireball behind, but that's the only thing I can think of

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