A effect can only transport a target to a specific location within long range or a location that has been "anchored". These spells generally do not achieve this by using planar shortcuts, and are unaffected by having any particular plane cut off from a space. Lastly, we provide conversion information for existing characters and monsters, so that those who could previously teleport all over the battlefield don't lose too much ability.Īny spell that causes you to instantly travel across some distance within a world or plane is a spell. We also add a few new offensive, defensive, and simply narrative utility effects that work with these new rules. The new spells require additional time to use and can be followed relatively easily, so they are much more difficult to use for ambushes or last minute escapes. To address the narrative issues with teleport retreats we update some spells and replace others, eliminating the Teleport line of spells entirely in favor of the new Warp line of spells. We do this by creating a new descriptor for teleportation spells and updating the rules for all spells of this type. So the core changes here will be to remove the ability of teleportion spells to travel to any location, and instead limit the destinations. These rules are intended to be those improvements.Ī large portion of the issues with teleport arise not from the transit itself, but from the ability to select your destination from literally anywhere. But we feel that there's room for improvement with teleportation style effects, improvements that allow us to retain the narrative elements we like while removing some of the potentially problematic elements. In many games these issues don't arise, and that's fine. In a number of stories and games the journey to a place is half of the entertainment, and it is lost if you can just cast around it. Aside from that, the ability to find a location remotely and travel there instantly eliminates exploration aspects from stories. And while there are certainly countermeasures for this sort of tactic, they are often unreasonable to apply for every enemy the characters may have or for all of the characters and their friends to have these defenses against their enemies. The ability to travel to any place you've seen means that you can scry a location or enemy, prepare for them, teleport there and deal with them while they're surprised, and then teleport back. In combination with scrying, it can become an ambush spell. Teleport makes for an amazing last moment escape spell and can rob you of a complete victory over your foes, or them a complete victory over you, with little cost or drama. Unfortunately, its form in Dungeons and Dragons supports narrative elements that we don't much care for. Teleportation is a wondrous ability that allows instantaneous and relatively safe transit between two known locations. 168 Gate p.Alternate Teleportation Rules Introduction Page references for SRD V 5.1 (Arcane Gate is not included in the SRD):ĭimension Door p. As many people can pass through it before it closes. Gate: 9th level Conjuration spell, minimum 17th level caster (Cleric, Sorcerer, Wizard) p. Plane Shift: 7th level Conjuration spell, minimum 13th level caster (Cleric, Druid, Sorcerer, Warlock, Wizard) p. Teleport: 7th level Conjuration spell, minimum 13th level caster (Bard, Sorcerer, Wizard) p. Possibly allows travel between planes if you are in a different plane than your sanctuary. Unlimited range, must have a designated sanctuary. Word of Recall: 6th level Conjuration spell, minimum 11th level caster (Cleric) p. As many people can pass through it before it ends. Transport via Plants: 6th level Conjuration spell, minimum 11th level caster (Druid) p. Same plane only.Īrcane Gate: 6th level Conjuration spell, minimum 11th level caster (Sorcerer, Warlock, Wizard) p. Unlimited range, requires teleportation circle sequence. Teleportation Circle: 5th level Conjuration spell, minimum 9th level caster (Bard, Sorcerer, Wizard) p. Note that it also deals damage around you as you leave, so have any companions not brought along clear the areaĭimension Door: 4th level Conjuration spell, minimum 7th level caster (Bard, Sorcerer, Warlock, Wizard) p. Thunder Step: 3rd level Conjuration spell, minimum 5th level caster, (Sorcerer, Warlock, Wizard). In detail (all page references are from the PHB, unless otherwise stated):
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