Valefort wrote:I rewrote the teleportation scripts slightly today. While the difficulty is unchanged (I merely moved bonuses and maluses around to not get negative DCs anymore) the first post was slightly inaccurate anyway.
Thus new explanation (valid after next update) :
Teleportation DC :
DC = 2d6 + 2d3
+ area DC (most often equal to 0)
+ 10 (if fighting)
+ 4 (if teleporting from surface to underground or vice versa)
- 4 (if you're a surfacer teleporting on surface or an underdarker telporting underground)
+ 3 (uneven terrain)
+ 5 (mountainous terrain)
+ 12 + 4d6 (if going to underdark from surface or vice versa)
+ 9 (if shadow walk)
Player roll and bonuses :
Check = d20
+ 1+1d4 (if using greater teleport)
+ 1d10 (if dimension door)
+ casterlevel bonus
+ spellcraft bonus
+ concentration bonus
+ familiarity bonus
+ spell focus feats bonuses
+ skill focus feats bonuses
+ shadow adept levels (if shadow walk)
casterlevel bonus = 9 if caster level > 33
casterlevel bonus = 8 if caster level > 29
casterlevel bonus = 7 if caster level > 27
casterlevel bonus = 6 if caster level > 25
casterlevel bonus = 5 if caster level > 23
casterlevel bonus = 4 if caster level > 21
casterlevel bonus = 3 if caster level > 19
casterlevel bonus = 2 if caster level > 17
casterlevel bonus = 1 if caster level > 15
spellcraft bonus = 9 if spellcraft > 55
spellcraft bonus = 8 if spellcraft > 50
spellcraft bonus = 7 if spellcraft > 45
spellcraft bonus = 6 if spellcraft > 40
spellcraft bonus = 5 if spellcraft > 35
spellcraft bonus = 4 if spellcraft > 30
spellcraft bonus = 3 if spellcraft > 25
spellcraft bonus = 2 if spellcraft > 20
spellcraft bonus = 1 if spellcraft > 16
concentration bonus = 9 if concentration > 55
concentration bonus = 8 if concentration > 50
concentration bonus = 7 if concentration > 45
concentration bonus = 6 if concentration > 40
concentration bonus = 5 if concentration > 35
concentration bonus = 4 if concentration > 30
concentration bonus = 3 if concentration > 25
concentration bonus = 2 if concentration > 20
concentration bonus = 1 if concentration > 16
Shadow walk and mirror walk use the max of (search, concentration -4) instead of concentration.
familiarity bonus = 7 if familiarity > 30
familiarity bonus = 6 if familiarity > 25
familiarity bonus = 5 if familiarity > 20
familiarity bonus = 4 if familiarity > 15
familiarity bonus = 3 if familiarity > 10
familiarity bonus = 2 if familiarity > 5
familiarity bonus = 1 if familiarity > 1
spell focus feats bonuses = 6 if epic spell focus conjuration (or illusion for shadow walk or mirror walk)
spell focus feats bonuses = 4 if Greater spell focus conjuration (or illusion for shadow walk or mirror walk)
spell focus feats bonuses = 2 if spell focus conjuration (or illusion for shadow walk or mirror walk)
Skill focus feats bonuses : + 4 if epic skill focus spellcraft (2 for skill focus spellcraft)
+ 4 if epic skill focus concentration (2 for skill focus concentration)
The feedback message will now inform you of your Check score and the DC.
How Arcane Teleportation Works
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Karond
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How Arcane Teleportation Works
OP Edited by Moderator. Original reserved below.
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Last edited by Anonymous on Fri Nov 24, 2017 5:09 pm, edited 23 times in total.
Reason: New Information!
Reason: New Information!
- Aelcar
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Re: How Arcane Teleportation Works
Oh no, my friend...not at all...If I ever find out, sensing the Weave, that none else than BOB THE WIZARD is attempting a teleportation, I will set him on fire, and throw his ashes down Mist Lake's Chiasms. Do you hear me, BOB?!? Hmmm?! *fistshake*Karond wrote: Bob the Wizard has a decent chance of making it.
*goes to found a secret order dedicated to hunt down Bob the Wizard*
Aelcar Lightbringer, Knight of the Merciful Sword: Disappeared after the victorious defense of the Gate against The Blight.
Olath M'elzar Valshar The Black, The Phantom Wizard: Retired Steward of the School of Necromancy and former Eye of the 7th Circle.
Olath M'elzar Valshar The Black, The Phantom Wizard: Retired Steward of the School of Necromancy and former Eye of the 7th Circle.
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Simian
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Re: How Arcane Teleportation Works
Aelcar wrote:*goes to found a secret order dedicated to hunt down Bob the Wizard*
"Qítiān Dàshèng (齊天大聖)"
"I warrant your attention?! Oh frabjous day! Callooh! Callay!"
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Re: How Arcane Teleportation Works
Why is the troll face shaded? I expected it with full colors, and at least a word of comment...
.
Thanks for posting this Karond.
Thanks for posting this Karond.
Aelcar Lightbringer, Knight of the Merciful Sword: Disappeared after the victorious defense of the Gate against The Blight.
Olath M'elzar Valshar The Black, The Phantom Wizard: Retired Steward of the School of Necromancy and former Eye of the 7th Circle.
Olath M'elzar Valshar The Black, The Phantom Wizard: Retired Steward of the School of Necromancy and former Eye of the 7th Circle.
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Karond
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Re: How Arcane Teleportation Works
If you find errors, or anything in need of clarification, please state so and me or Molag_bal (the testers for the DCs) will clarify and I'll change it.
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Simian
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Re: How Arcane Teleportation Works
*Is Bob the Wizard, and already in underdark...* Hence, watchout!Aelcar wrote:Why is the troll face shaded? I expected it with full colors, and at least a word of comment....
Anyhow that is the comedious jab from me for this topic.
I will see how it works, should my wizard ever gain enough levels for these spells.
"Qítiān Dàshèng (齊天大聖)"
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Seymor
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Re: How Arcane Teleportation Works
Skill Focus (Concentration)
Skill Focus (Spellcraft)
Spellcraft: 56
Concentration: 49
Caster Level: 29
------------
Concentration + D20 vs Concentration + 2D6 + 12 + Bonuses
Bonuses:
Teleport from Natural Area to Unnatural Area -> +4
Teleport from Surface Area to Underground Area -> +4
Teleport from Surface to Underdark -> +4D6 + 2D3
Casting in combat -> No, saving spells to murder Valshar -> just kidding, I don't murder wizards
Skill Focus Feats -> -4
Spellcraft -> -8
Concentration -> 0? (But I get to see higher numbers...)
Caster Level -> -12
Familiarity -> No
Casting Greater Teleport -> No, because I cast quickened teleport like a boss.
---------------------
Ok, let's see if Kestral can make teleport into the UD.
Concentration + D20 vs Concentration + 2D6 + 12 + 4 + 4 + 4D6 + 2D3 - 4 - 8 - 12
56 + D20 vs 56 + 6D6 + 2D3 - 4
6D6 + 2D3 averages to 25
Simplifies down to
D20 + 56 vs D20 + 52 + 6D6 + 2D3
D20 + 56 vs average 77
-------------
It's looking like I'm just shy of being able to teleport with quickened teleport, if I use greater teleport I have a much higher chance even if it only drops the DC by 2.
Are these calculations correct also?
---
Alright some questions:
What is your vision for what type of wizard should be able to make a surface to underdark teleportation? I'm missing very few bonuses on this, specifically I could grab +4 for being CL 32 and +6 from having spell focus conjuration feats.
Is this a case where we have to build characters specifically to make this teleport just like the pick lock door?
Is it possible for me to start from a good location so that those penalties for natural to unnatural aren't around, thus making this teleport very feasible?
Also, does whispering wind or dimensional dooring increment familiarity?
Could I just putz around in the underdark teleporting underdark to underdark over and over again until I get that -5 DC?
Could I do that with the much cheaper dimensional door rather than using the expensive Greater Teleport?
I've never missed a teleport, but I understand that even though I miss the DC by 20 or so, I still teleport and just take 20 damage?
Also, I think your examples for the Caster Level DC decrease are a bit low, That last number should be 8.
Skill Focus (Spellcraft)
Spellcraft: 56
Concentration: 49
Caster Level: 29
------------
Concentration + D20 vs Concentration + 2D6 + 12 + Bonuses
Bonuses:
Teleport from Natural Area to Unnatural Area -> +4
Teleport from Surface Area to Underground Area -> +4
Teleport from Surface to Underdark -> +4D6 + 2D3
Casting in combat -> No, saving spells to murder Valshar -> just kidding, I don't murder wizards
Skill Focus Feats -> -4
Spellcraft -> -8
Concentration -> 0? (But I get to see higher numbers...)
Caster Level -> -12
Familiarity -> No
Casting Greater Teleport -> No, because I cast quickened teleport like a boss.
---------------------
Ok, let's see if Kestral can make teleport into the UD.
Concentration + D20 vs Concentration + 2D6 + 12 + 4 + 4 + 4D6 + 2D3 - 4 - 8 - 12
56 + D20 vs 56 + 6D6 + 2D3 - 4
6D6 + 2D3 averages to 25
Simplifies down to
D20 + 56 vs D20 + 52 + 6D6 + 2D3
D20 + 56 vs average 77
-------------
It's looking like I'm just shy of being able to teleport with quickened teleport, if I use greater teleport I have a much higher chance even if it only drops the DC by 2.
Are these calculations correct also?
---
Alright some questions:
What is your vision for what type of wizard should be able to make a surface to underdark teleportation? I'm missing very few bonuses on this, specifically I could grab +4 for being CL 32 and +6 from having spell focus conjuration feats.
Is this a case where we have to build characters specifically to make this teleport just like the pick lock door?
Is it possible for me to start from a good location so that those penalties for natural to unnatural aren't around, thus making this teleport very feasible?
Also, does whispering wind or dimensional dooring increment familiarity?
Could I just putz around in the underdark teleporting underdark to underdark over and over again until I get that -5 DC?
Could I do that with the much cheaper dimensional door rather than using the expensive Greater Teleport?
I've never missed a teleport, but I understand that even though I miss the DC by 20 or so, I still teleport and just take 20 damage?
Also, I think your examples for the Caster Level DC decrease are a bit low, That last number should be 8.
Kestral Fyle -- Wizard, Seeker of Candlekeep
Robin Silver -- Illusionist, Cleric of Mielikki [Character Sheet] -- I rose, I roared.
Robin Silver -- Illusionist, Cleric of Mielikki [Character Sheet] -- I rose, I roared.
- Deathgrowl
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Re: How Arcane Teleportation Works
Why ever would having high concentration raise the DC? That makes no sense at all. Why would it be harder and harder to concentrate, the better you are at concentrating?
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Alastyr
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Re: How Arcane Teleportation Works
Does combat casting reduce the dc of in combat teleportation?
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And reigning with one will in everything
Have power on this dark land to lighten it
And power on this dead world to make it live.
Then might we live together as one life,
And reigning with one will in everything
Have power on this dark land to lighten it
And power on this dead world to make it live.
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Karond
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Re: How Arcane Teleportation Works
It only adds -4 if you start in a cave or end up in a cave. So that means its just UD/Surface and -4 to factor in. In some areas, the -4 doesn't even apply, but you've to find that out for yourself
(Its a hidden factor. Some areas are flagged as mountaneous, and so always add to the DC, while others aren't etc. Many areas have hidden attributes like that. That's why its "3-4 usually". Sometimes its a +7 to the DC, sometimes its a -4. Its usually +3 or +4 though).
Nothing increases familiarity except having succesfully teleported to the location before. Thus, if you just teleport alot from a surface location to a surface location, it would be alot easier to teleport to that location from anywhere later on. Including the UD. I do that myself with my Conjuration specialist. It will cost you around 25.000 goldcoins per rune to get maximum familiarity with it, as well as a lot of time spent to get there (you can only teleport once per hour).
You've to use either Teleport or Greater Teleport for it to count though towards your familiarity.
If you fail the DC, you won't teleport at all. You'll be moved to a random location within your current area, then suffer the damage. So if you fail the DC, you wont leave the area.
Nothing increases familiarity except having succesfully teleported to the location before. Thus, if you just teleport alot from a surface location to a surface location, it would be alot easier to teleport to that location from anywhere later on. Including the UD. I do that myself with my Conjuration specialist. It will cost you around 25.000 goldcoins per rune to get maximum familiarity with it, as well as a lot of time spent to get there (you can only teleport once per hour).
You've to use either Teleport or Greater Teleport for it to count though towards your familiarity.
If you fail the DC, you won't teleport at all. You'll be moved to a random location within your current area, then suffer the damage. So if you fail the DC, you wont leave the area.
Awesome, thanks. I'll correct it right away.Seymor wrote:
Also, I think your examples for the Caster Level DC decrease are a bit low, That last number should be 8.
Concentration only raises the DC visually. Since concentration is added to both parts, its practically useless for teleport. Doesn't matter if its high or low, your % of success won't differ.Deathgrowl wrote:Why ever would having high concentration raise the DC? That makes no sense at all. Why would it be harder and harder to concentrate, the better you are at concentrating?
It does not.Alastyr wrote:Does combat casting reduce the dc of in combat teleportation?
Last edited by Karond on Mon Sep 10, 2012 11:32 am, edited 2 times in total.
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Karond
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Re: How Arcane Teleportation Works
In lore, not many wizards can teleport there unless they've visited the place. So we should assume some familiarity of having made the journey at least once. But, it would need to be an epic conjuration specialist, no doubt. Probably an archmage.Seymor wrote:
What is your vision for what type of wizard should be able to make a surface to underdark teleportation?
But that's to reliably teleport. For most, its a gamble due to the Faerzress and such things. The intention was to make the teleport a real gamble and very hard, as the staff didn't want the maze to be made redundant. But besides dodging the maze, teleport is useful and rather reliable for all kinds of mages.
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Alastyr
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Re: How Arcane Teleportation Works
I don't understand this, spellcraft is reduced by 1? spellcraft should instead be DC here? what does "not just ranks the actual skill" mean?Karond wrote: * Spellcraft reduces the DC. Not just ranks, but the actual skill. The higher the skill, the lower the DC. Spellcraft is reduced by 1 if you've more than 15 in the skill, and another 1 for each 5 in the skill after that. Thus, if you have a spellcraft of 42, your DC is reduced by 6. If your spellcraft skill is then turned into 46, DC is reduced by 7 and so on.
But were I joined with her
Then might we live together as one life,
And reigning with one will in everything
Have power on this dark land to lighten it
And power on this dead world to make it live.
Then might we live together as one life,
And reigning with one will in everything
Have power on this dark land to lighten it
And power on this dead world to make it live.
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Alastyr
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Re: How Arcane Teleportation Works
You could set up a two step teleport couldnt you. For example, mark a rune at the door into the lava room at the bottom of durlags tower then walk down there and teleport from underdark to underdark to skip the maze. course it would cost double. correct? I am not exactly sure where the underdark starts.
But were I joined with her
Then might we live together as one life,
And reigning with one will in everything
Have power on this dark land to lighten it
And power on this dead world to make it live.
Then might we live together as one life,
And reigning with one will in everything
Have power on this dark land to lighten it
And power on this dead world to make it live.
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Karond
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Re: How Arcane Teleportation Works
If your spellcraft is 56+, the DC is lowered by -9.
If your spellcraft is 51+, the DC is lowered by -8.
If your spellcraft is 46+, the DC is lowered by -7.
If your spellcraft is 41+, the DC is lowered by -6.
If your spellcraft is 36+, the DC is lowered by -5.
If your spellcraft is 31+, the DC is lowered by -4.
If your spellcraft is 26+, the DC is lowered by -3.
Spellcraft is a skill that you can get 33 ranks on maximum. If we only counted ranks, spellcraft couldn't be higher than 33. But we're counting the actual skill, what it says on your character sheet.
That means that Intelligence, feats and items that boost spellcraft will make it easier for you to teleport. I will clarify.
If your spellcraft is 51+, the DC is lowered by -8.
If your spellcraft is 46+, the DC is lowered by -7.
If your spellcraft is 41+, the DC is lowered by -6.
If your spellcraft is 36+, the DC is lowered by -5.
If your spellcraft is 31+, the DC is lowered by -4.
If your spellcraft is 26+, the DC is lowered by -3.
Spellcraft is a skill that you can get 33 ranks on maximum. If we only counted ranks, spellcraft couldn't be higher than 33. But we're counting the actual skill, what it says on your character sheet.
That means that Intelligence, feats and items that boost spellcraft will make it easier for you to teleport. I will clarify.
You can, but you would have to wait for one hour while the teleport cooldown.Alastyr wrote:You could set up a two step teleport couldnt you. For example, mark a rune at the door into the lava room at the bottom of durlags tower then walk down there and teleport from underdark to underdark to skip the maze. course it would cost double. correct? I am not exactly sure where the underdark starts.
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Karond
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Re: How Arcane Teleportation Works
I heavily simplified the facts, so it would be much easier to read without alot of text. Enjoy 