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Lysander
2009-06-06, 11:49 PM
How useful do you find these? Do these spell levels seem right?

Reverse Teleport
Conjuration (Teleportation)
Level: Sor/Wiz 8
Components: V, S
Casting Time: 1 standard action
Range: Ten feet
Target: One or more creatures
Saving Throw: Will negates
Spell Resistance: Yes

This spell is cast on the exact spot a creature or creatures occupied before leaving up to twenty seconds prior via a spell such as teleport or plane shift. If they fail their will save, wherever they may be, they instantly reappear in their old position.

Reverse Teleport can only reverse the effects of a single spell at a time, so if several people left with different castings you must select which person/s to recall. It has no effect if cast more than twenty seconds after the targets leave.

Teleport Latch
Level: Sor/Wiz 7
Components: V
Casting Time: 1 standard action
Range: Touch
Target: One creature
Duration: 1 minute/level
Saving Throw: Will negates
Spell Resistance: Yes

If the subject vanishes with a spell like teleport or plane shift you also travel to their new location, as long as the subject is within 50ft when they disappear.

You can choose not to travel with them.


Tracking Spell
Level: Sor/Wiz 7
Components: V
Casting Time: 1 standard action
Range: 10 feet
Target: One creature
Saving Throw: No
Spell Resistance: No

This spell is cast on the location in space a person occupied before vanishing with a spell like teleport or plane shift. This spell must be cast within twenty seconds of their leaving.

It allows you to target the person with a quickened spell of your choice, wherever they may now be. The spell cannot be one that sends a physical projectile, a cone, or a ray. They still receive any saves granted by the quickened spell.

Hadrian_Emrys
2009-06-07, 12:12 AM
I don't know about the rest of the details, but I'd change Reverse Teleport's casting time to an Instant action.

Kellus
2009-06-07, 01:46 AM
Reverse teleport seems like it would work better as an immediate action that can interrupt someone trying to teleport, instead of calling them back. Obviously it would have to be slightly changed fluff-wise, but would be cleaner mechanically.

Teleport latch has a similar problem. It's only good if you know that the person's going to be teleporting, which you usually don't. For a similar ability, look at the FCII's hellbreaker, that gets an ability called Stowaway. Basically, whenever someone uses a conjuration (teleportation) spell or spell-like ability within x ft. of you, you get to choose to stowaway with them, suffering the same teleport error, if any, and appearing in the new location in the same relative position to them. I'd also suggest letting this spell be cast as an immediate action to latch onto the teleportation spell, and address a couple of those what ifs.

Tracking spell is very vague as written, and would probably be better as a metamagic feat. In exchange for, say, +3 spell level adjustment, you get to cast a spell in the round following somebody's teleportation and have it affect them normally regardless of range.

imp_fireball
2009-06-07, 03:09 AM
It may be easier to counterspell a teleport. Plus, it'd be lower level too.

Here's one:

Construe Teleport
Conjuration (Teleportation)
Level: Sor/Wiz 8
Components: V, S
Casting Time: 1 standard action
Range: Ranged Touch Attack, LOS, infinite as long as there's a perfect path (as charge)
Target: One Creature
Saving Throw: None (hey, it's just like daze or color spray, whee!)
Spell Resistance: Yes

Assuming your touch attack succeeds on the target, a target who teleports will instead invert their body in time/space. Instead of teleporting, they suffer 10d10 damage and are permanently disabled (in a mundane manner) on a d10 die.

{table]1|Legs and arms switch. Buttox faces forward.
2|Mouth appears upon stomache. Ears switch with toes. Heart occupies cranium like a head tumor.
3|Brain damage. Loss of INT, CHA, WIS at GM discretion (usually -6 or so) or consult severe insanity table.
4|Roll two affects. If 4 is rolled twice, roll three affects (must roll other than 4 to qualify as receiving an 'affect'), or four affects if 4 is rolled three times, etc.
5|Become unusually flexible and/or double jointed. +4 DEX, but -8 STR and -4 CON.
6|Puke out spleen, pancreas and/or any other non-immediately fatal organs at GM discretion and become dazed for 5d10 rounds - CON modifier (minimum 5).
7|Body is contorted into a literal ball of limbs and flesh. Spinal cord is non-existant. Ordinary actions can no longer be taken and/or apply in the same way at GM discretion (ie. movement speed might be incredibly cut down).
8|Portion of body (at GM discretion) becomes ethereal while the rest remains corporeal.
9|Body becomes permanently, completely ethereal.
10|Gain permanent, passive telepathy that cannot be 'turned off'. At GM discretion may be constantly haunted by outsiders and, every so often, attacked by said outsiders in their attempts to drag you to that specific plane of existence.
[/table]

Variant

Instead of inverting the target's teleport, you can make a concentration check (DC 10 or against opposed will save if enemy is an epic level caster) to choose a location upon which they can appear instead of what they chose. The same rules for teleport apply as normal, except you instead choose where the teleporting creature will appear.

TSED
2009-06-07, 05:45 AM
The problem with all of these is that Dimensional Anchor is generally superior.


If you want to deal with teleportation retroactively, you need to be able to cast it AFTER the teleportation. I don't really see a reason to memorize any of these when Dimensional Anchor is a lower spell level, doesn't target teleporter's good save, AND prevents them from teleporting period.


Immediate actions may help.


I'd find other ways to get it to be really pro-active. Like "Any one that attempts to teleport / planeshift while within 30' of you while this spell is active automatically fail their spell and must make a fort save or take something damage."

Lysander
2009-06-07, 09:37 AM
The problem with all of these is that Dimensional Anchor is generally superior.


If you want to deal with teleportation retroactively, you need to be able to cast it AFTER the teleportation. I don't really see a reason to memorize any of these when Dimensional Anchor is a lower spell level, doesn't target teleporter's good save, AND prevents them from teleporting period.


Immediate actions may help.


I'd find other ways to get it to be really pro-active. Like "Any one that attempts to teleport / planeshift while within 30' of you while this spell is active automatically fail their spell and must make a fort save or take something damage."

The problem with dimensional anchor is you have to pick the target beforehand, or at least pick the specific people you want to keep from leaving. So if there are ten people and you don't know which is a caster it can't help you much.

The recall also gives you a second chance if they avoid a dimensional anchor. So a fight could go like this:

1.Dimensional Anchor misses
2.Target teleports out "Nice try sucker!"
3.Reverse Teleport brings target back

Rainbownaga
2009-06-08, 04:28 AM
20 seconds comes across as such an awkward number for the point of the game. If you don't go with what the others say and make it an interrupt, maybe you should change the time limit so that it fits in with the game rules, such as making it 18 seconds (3 rounds) or one minute (10 rounds).