
breithauptclan |

Some other spells to look at for balance considerations:
Psychic Amp version of Warp Step (as well as Warp Step itself).
Jump.

Ravingdork |

Ravingdork wrote:A spell that teleports you ten feet to a position you have both line of sight and line of effect to as a single action should be what rank?Rank 4. I really dislike low level teleport options. There are as problematic as fly.
Even when it's worse than rank 1 jump in every way, save the lack of the move trait?

breithauptclan |

Gortle wrote:Even when it's worse than rank 1 jump in every way, save the lack of the move trait?Ravingdork wrote:A spell that teleports you ten feet to a position you have both line of sight and line of effect to as a single action should be what rank?Rank 4. I really dislike low level teleport options. There are as problematic as fly.
They aren't worse in every way. You can't jump through a Wall of Force, for example. Or through a portcullis. Or use it to get out of or through a narrow passage after you fail to Squeeze through. And plenty more examples depending on how much realism and IRL physics are being brought into the game - low ceilings for example.
But again, the first spell I think of when you mention a 10 foot teleport for 1 action is Dimensional Assault. So if your campaign challenges don't break down because you have a Laughing Shadow Magus in the party, I don't think it will cause too many problems with a rank 1 short range teleport effect either. Even with the restriction of teleporting adjacent to an enemy removed - though that is something to consider.
Amped Warp Step only becomes a teleport effect at rank 4 too.

Ravingdork |

Wall of force would block you as it blocks line of effect.
Good point about escaping a squeeze though.
I'll also make sure to add a somatic spell component to it too so that you can't use it to escape being bound.

Gortle |

Gortle wrote:Even when it's worse than rank 1 jump in every way, save the lack of the move trait?Ravingdork wrote:A spell that teleports you ten feet to a position you have both line of sight and line of effect to as a single action should be what rank?Rank 4. I really dislike low level teleport options. There are as problematic as fly.
Yes.
From both a Gamist and a Simulationist position.
Teleport is a more difficult effect it shouldn't be as easy as jumping climbing or flying.
Teleport negates grappling - that is where the lack of a move trait counts. Grappling is a big part of the game. It shouldn't be negated easily at level 1.
Teleport negates terrain - which is really annoying for encounter and adventure design. There are specific anti flying measures in the game, where are the anti teleport measures?
Everything teleport related should be hidden behind an uncommon tag - most of it is.
I am very happy for teleport effects to exist in the game, but can we play low levels without it? I want there to be a reason to climb and jump. I think early teleport cheapens the game.
But we are in the Homebrew section. Over to you.
There should be clear bands of play: no flight/ flight /teleport. Corresponding to low mid and high level games.

Easl |
That sounds pretty boring.
I love that Laughing Shadows have it. The mirror implement also gives something like it to Thaumaturges. And it doesn't seem particularly broken to allow those specific groups to have it. But I also agree with Gortle that introducing a level 1 spell that effectively eliminates jumps, moves and a whole bunch of acrobatics or athletics checks is probably detrimental. It gets back to older editions, where magic users can do whatever the other classes can do but better because There Is A Spell For That.
So I guess I'd ask RavingDork how he, as a GM, is going to integrate this spell into the game. The answer "focus spell for a specific homebrew Wizard subclass that specializes on dimensional stuff" might be lower level than "General spell shared by the Primal, Arcane, and Occult lists." Likewise, if the answer is "for an NPC" or "for a bit of game plot not having to do with the PCs" then that might not have a level limit at all, you might give *that* ability to your NPC as just a nontransferrable MacGuffin.

Trip.H |

I would like to at least mention the out of combat utility issue w/ a spell/ability like this.
All sorts of narrative blocks / challenges are under serious threat from an always-available teleport.
PF2E is smart enough that they almost always mandate "can't bring someone else" as the "don't split the party" becomes a very natural anchor to limit teleportation.
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Even with that limitation understood, this would still render any sort of cage, short wall, air hazard, ect completely "solved" for the teleporting character.
This is a big deal for GMs trying to craft narrative scenarios. Need a key that visible, but locked in cage/manor/ect?
Sit down Rouge, the Wiz/blank can poof, grab it, and poof back out.
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Look at Dimensional Assault's restrictions. You can only poof onto a creature and Strike it, it's explicitly *not* a "look at a space and poof there" kind of deal.

Captain Morgan |

I would like to at least mention the out of combat utility issue w/ a spell/ability like this.
All sorts of narrative blocks / challenges are under serious threat from an always-available teleport.
PF2E is smart enough that they almost always mandate "can't bring someone else" as the "don't split the party" becomes a very natural anchor to limit teleportation.
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Even with that limitation understood, this would still render any sort of cage, short wall, air hazard, ect completely "solved" for the teleporting character.
This is a big deal for GMs trying to craft narrative scenarios. Need a key that visible, but locked in cage/manor/ect?
Sit down Rouge, the Wiz/blank can poof, grab it, and poof back out.
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Look at Dimensional Assault's restrictions. You can only poof onto a creature and Strike it, it's explicitly *not* a "look at a space and poof there" kind of deal.
The Thaumaturge doesn't have those restrictions, though it is two actions. It is also at will. I also hate restricting Dimensional Assault to teleporting next to a creature without a narratively satisfying reason, like you need to anchor to something's life force.
Personally, I could see RD's spell as low as 2nd level. Would still be worse than Misty Step in 5e. Not that 5e epitomizes balanced casters, but I am finding Misty Step suitably priced in Baldurs Gate right now.
I'd definitely make it an arcane spell, and maaaaybe occult too. Part of me wants to keep it arcane only but the other teleportation effects are occult.