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Lysander
2009-06-01, 10:56 AM
Here's a spell to keep those pesky heroes from appearing in your dungeon unannounced that allows more mischief than dimensional lock:

Teleport Shunt
Conjuration (Teleportation)
Level: Sor/Wiz 7
Components: V
Casting Time: 1 standard action
Area: A circle with a diameter of 200 feet per caster level
Range: Centered on a fixed area in space no more than 10 feet away
Duration: 1 hour per caster level
Saving Throw: None
Spell Resistance: No

A teleport shunt allows you to change the point of arrival for anyone attempting to appear in the protected area using spells such as teleport, plane shift, or word of recall. You must select a single point of arrival for all incoming people when you cast the spell.

The new arrival point can either be a specific location within the protected area (such as inside a prison cell or a trapped room), or a location outside the protected area up to 100 miles away. You cannot shunt people into solid objects, but you can shunt them underwater or high above the ground.

Greater Teleport allows you to bypass a Teleport Shunt as long as you are a higher level than the creator of the shunt, or if you are the person that casted the shunt. Otherwise the wizard who cast the Greater Teleport has a split instant mid-transit to choose whether to allow themselves and their companions to be shunted (with no idea where they'll end up), or whether to appear at a random location on the boundary of the Teleport Shunt's area.

A Teleport Shunt attempting to move someone into another area protected by a Teleport Shunt will simply fail.

Greater Teleport Shunt
Conjuration (Teleportation)
Level: Sor/Wiz 8

As Teleport Shunt, except everyone shunted also has Dimensional Anchor cast upon them. They receive a will save to resist the anchor, but not the shunt. Casters using Greator Teleport also no longer have the option to dodge the shunt if they are more than three caster levels lower than the creator of the shunt.

DracoDei
2009-06-01, 11:09 AM
Make it a sphere, not a circle.

Yakk
2009-06-01, 12:03 PM
I'd be tempted to keep it as one spell. And make it a caster-level check:
"The caster of a teleport spell must make a caster-level check against DC 25+Your caster level, or appear at the shunt destination. The caster of the teleport gains a bonus to their caster-level check equal to the level of the teleport spell being used.

If they miss the DC by 5 or less, they can choose to appear outside of the shunted area instead of being shunted into your chosen destination. If so, they appear at the closest legal edge location to their origin location, or a random one if they are crossing planes."

JackTheTripper
2009-06-01, 12:07 PM
Make it a sphere, not a circle.

This.

Aside from that, rather sweet spell. Definitely going to use these in a few campaigns.

Lysander
2009-06-01, 03:02 PM
Make it a sphere, not a circle.

Good thinking. I was being too two-dimensional.

Also, the shunts only block incoming traffic. Here's a way to mess with escape attempts.

Teleport Scrambler
Conjuration (Teleportation)
Level: Sor/Wiz 5
Components: V
Casting Time: 1 standard action
Area: A sphere with a diameter of 200 feet per caster level
Range: Centered on a fixed spot no more than 10 feet away
Duration: 1 hour per caster level
Saving Throw: Partial (see description)
Spell Resistance: No

The spell automatically downgrades any Greater Teleport cast within its area to Teleport. If transporting to another plane it increases the distance you appear from your intended destination by 5d100 miles.

If the caster attempting to teleport or plane shift fails a DC15 plus your caster level caster-level check roll 3d6 and add the effect each dice lands on (multiple hits stack when applicable):

1: If taking passengers with you, 1d6 people are left behind.
2: If taking passengers with you, 1d6 people are sent to random different locations than the caster anywhere within the transport spell's range. Planar transport will send them to a different location on the same target plane.
3: The transport spell's range is reduced to 10 feet per caster level in the direction of the destination. If plane shifting, the caster and passengers are instead made ethereal for 3 rounds.
4: Lose up to 1d6 prepared castings of whatever spell you used to attempt escaping.
5:The caster suffers 3d6 non-lethal damage as they cast their spell. If this knocks them unconscious their spell fails outright.
6: It takes an additional five standard actions to cast the spell. If they lose their concentration or abandon the spell the spell slot or prepared spell is still expended. However if they cast the spell when slowed this way they can ignore the negative effects of any dice that landed on 1,2, or 3.

edit: This affects all conjuration spells that allow you or another person to leave the place or plane of the scrambled area.

Stycotl
2009-06-01, 03:54 PM
if i remember right, you can't actually teleport people or things into the air. someone that knows the answer needs to clarify this.

cool spells though. the teleport scrambler is unclear as to whether it affects teleport at all. i think it does, under condition number three, but am unsure.

Stormthorn
2009-06-01, 04:01 PM
Their should be an epic version of this that shunts them and also Disjoins and Implodes them.

Lysander
2009-06-01, 04:07 PM
if i remember right, you can't actually teleport people or things into the air. someone that knows the answer needs to clarify this.

cool spells though. the teleport scrambler is unclear as to whether it affects teleport at all. i think it does, under condition number three, but am unsure.

It does affect teleport, and all travel conjuration spells, but only interferes with Greater Teleport and Plane Shift if the caster makes their save. Basically, it makes outbound travel more inaccurate even if you succeed, and can really screw you over if you fail.

Lysander
2009-06-01, 04:31 PM
As a side note, there are other uses to Teleport Shunts besides harming or dismissing teleporting trespassers.

For example, you could use it to bring people to a secret location for a meeting. "Teleport to the ruined temple. A teleport shunt will take you to our hideout in the forest."

Or it could be used to herd guests into a certain chamber. For example if you wanted visitors to appear right outside your front door or in your entrance hall, but nowhere else in your castle.

It could also be used to protect people from traps. For example, if you expected some allies to teleport in soon, you could use a shunt to prevent people from appearing in a dangerous part of the area.

DanielLC
2009-06-01, 04:40 PM
Teleport Scrambler needs a version for making them teleport to a specific place.

Lysander
2009-06-01, 04:59 PM
Teleport Scrambler needs a version for making them teleport to a specific place.

How about this:

Teleport Snare
Conjuration (Teleportation)
Level: Sor/Wiz 7
Components: V
Casting Time: 1 standard action
Area: A sphere with a diameter of 200 feet per caster level
Range: Centered on a fixed area in space no more than 10 feet away
Duration: 1 hour per caster level
Saving Throw: Yes
Spell Resistance: No

Anyone attempting to leave or move within the spell's area using spell such as teleport, plane shift, or dimension door must make a DC15 + your caster level caster-level check.

The caster of the snare can choose one of these effects to occur upon failure:

1) Their transport spell fails to have any effect
2) They instead travel to a specific location within the protected area (such as inside a prison cell or a trapped room), or a location outside the protected area up to 100 miles away. If the transport spell the subject is using has a range that can't reach the new destination the spell simply fails.
3) If they are attempt to plane shift they instead move to a plane of your choice. If this effect is chosen the teleport snare will have no effect on non-planar travel spells.

The caster of the snare can teleport out without difficulty using Greater Teleport, but any other spell requires them to roll as well.