Guide to Teleportation Spells (Druid, Wizard, Etc)

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Lampir
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Guide to Teleportation Spells (Druid, Wizard, Etc)

Unread post by Lampir »

I've been asked a lot about the Teleportation Spells and thought I'd make a post with what I know and invite others to fill in what I'm missing so we can point people to a definitive guide. I only play a druid so if a well versed wizard player could pipe in with notes on the arcane spells I'd appreciate it. You can read more detailed descriptions of the spell in Rashael's handy dandy Wiki description here: http://bgtscc.wikia.com/wiki/Teleportation

Teleportation Spells How-To
1) Buy a Rune (Arcane Spells) or Leaf Holder (Nature Spells). These can be found in Sorcerous Sundries in Balder's Gate and Xaxxarorgaxith (The Beholder) in Sshamath.

2) Go to a location you would like to set as a point you'd like to teleport to in the future. (Druids, this must be in a area set to 'Natural' and ideally beside a tree for flavor text.)

3) Cast the level 0 cantrip Mark Rune/Mark Plant onto the Rune/Leaf Holder. It costs 50 gold to set a location. When you move the Rune/Leaf Holder in your inventory you will see it now has a new title of the location you set it to. Casting the cantrip on the Rune/Leaf Holder again will un-mark it, letting you reuse the Rune/Leaf Holder in a new location.

4) Now, go to a new location and cast one of your teleportation spells onto the Rune/Leaf Holder. If the spell can take other people with you, you must have them in your party to move them with the spell. Teleportation spells range from kinda expensive to REALLY expensive and have a considerable cool-down time between uses.


Arcane vs Natural vs Divine Teleportation Spells
Arcane teleportation spells are more complicated to pull off, but the trade off is they are more versatile. A Rune can be set virtually anywhere provided the area is not warded against teleportation. There are concentration checks and % chances of you messing up and either taking damage or ending up in a completely different area.

Natural teleportation spells are pretty straight forward, less risky and more predictable. A Leaf Holder can only be set in a natural area. I believe (have not tested) that you again have to be in a natural area to teleport to a marked location. Tree Stride requires you to travel from one tree into another.* Travel by Plant does not require trees, just any kind of plant life.* As of this time I'm unaware of any location in the Underdark that is a natural area. There is no concentration check and no % chance of messing up. However if the tree you marked has been killed, you will die when you Stride to it.

Clerics and Favored Souls have Word of Recall that does not need or work with Runes. The Travel Domain has access to several arcane teleportation spells.

*This is flavor text based. mechanically to use these spells all you have to do is be standing in an area that has been set to "Natural". How do you know if an area has been set to "Natural"? I recommend testing with your cantrip to see if you can set up a leaf-holder in the area. It's mostly fairly common sense: If you see lots of trees, it's probably set to "Natural".

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.


# of Passengers (Level of Caster class)
A handy go-to cheater chart for teleportation spells that allow 1 medium passenger per 3 caster levels:
  • Level 3: 1 Passenger
    Level 6: 2 Passengers
    Level 9: 3 Passengers
    Level 12: 4 Passengers
    Level 15: 5 Passengers
    Level 18: 6 Passengers
    Level 21: 7 Passengers
    Level 24: 8 Passengers
    Level 27: 9 Passengers
    Level 30: 10 Passengers


Teleportation Spell List

Mark Rune
Level 0 (Bard/Sorcerer/Wizard/Cleric)
Cost: 50
Use: Marks a Rune with your current location.

Dimension Door
Level 4 (Bard/Sorcerer/Wizard/Travel Domain)
Cost: 200 gold
Use: Teleport in the area you are in already; click target location within range. Can bring others with you (1 medium creature per 3 caster levels)

Teleport
Level 5 (Sorcerer/Wizard/Travel Domain)
Cost: 800 gold
Use: Teleport to a marked location using a prepared Rune. Can bring others with you (1 medium creature per 3 caster levels). Innate 5% failure rate.

Greater Teleport
Level 7 (Sorcerer/Wizard/Travel Domain)
Cost: 2000 gold
Use: Teleport to a marked location using a prepared Rune. Can bring others with you (1 medium creature per 3 caster levels). No innate failure.

Word of Recall
Level 6 (Cleric) Level 8 (Druid)
Cost: 1350 gold
Use: DOES NOT USE RUNE/LEAF HOLDER. Cast this spell to designate a location that is your sanctuary. Cast again to teleport to your sanctuary location. Can brings others with you (1 medium creature per 3 caster levels)

This spell is not implemented.

Shadow Walk/Path of Shadow
Level 5 (Bard) Level 6 (Sorcerer/Wizard) Level 9 (Dark Warlock) 60 seconds cooldown Feat (Shadow Adept)
Cost: 850 gold (Shadow Adept - Free)
Use: Teleport to a marked location using a prepared Rune. You can bring others with you (1 medium creature per 3 caster levels). Can get around some magical blocks but is more dangerous with innate 33% failure rate.

Mark Plant
Level 0 (Druid/Ranger)
Cost: 50 gold
Use: Marks a Leaf Holder with your current location if you are in a natural location.

Tree Stride
Level 4 (Ranger) Level 5 (Druid)
Cost: 600 gold
Use: Travel from one tree to another you have a leaf of (in a Leaf Holder). Personal only.

Travel By Plant
Level 6 (Druid)
Cost: 2500 gold
Use: Travel from one plant to another you have a leaf of (in a Leaf Holder). Can bring others with you. (1 medium creature per 3 caster levels)


Other Teleportation Related Spells

Dimensional Anchor
Level 4 (Wizard/Sorcerer/Cleric)
Cost: 0
Use: For 1 minute/level all arcane/divine teleportation is blocked on the targeted person. Things cannot be summoned to the plane. Other cool stuff. Does not block Natural teleportation.

Dimensional Lock
Level 8 (Wizard/Sorcerer/Cleric)
Cost: 0
Use: Same as Dimensional Anchor, but in a whole area not on a single person.

Trace Teleport
Level 4 (Wizard/Sorcerer/Travel Domain)
Cost: 0
Use: Can trace a recently performed teleportation spell. However these spells do fade in their ability to trace. 7.5 minutes for regular teleportation up to 25 minutes for a Gate spell. Will scribe a designated Rune with the location so you can follow them.





///This was last edited 09/19/12. Please post as needed to help keep this up to date and definitive!///
Last edited by Tsidkenu on Fri Nov 24, 2017 5:21 pm, edited 19 times in total.
Reason: Updated Information
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Hoihe
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Re: Guide to Teleportation Spells (Druid, Wizard, Etc)

Unread post by Hoihe »

Wizard Shadow walk.

You travel by the shadow plane

If you mess up, an invisible beast attacks you and all your party members for X damage, where X is the difference betwen the roll and the DC (Obviously by how much you rolled under it).
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Re: Guide to Teleportation Spells (Druid, Wizard, Etc)

Unread post by Lampir »

Hoihe, thanks! What level is that spell and how much does it cost?
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Re: Guide to Teleportation Spells (Druid, Wizard, Etc)

Unread post by Hoihe »

Unfortunately, i was only on the receiving end of such spell. When it fails you stay by the spot you tried. I think it may have a higher fail chance as well (traversing the shadow plane is dangerous, after all)
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Re: Guide to Teleportation Spells (Druid, Wizard, Etc)

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Looks well filled!

The Dimension Lock & Anchor as well as Trace do not have any (gold) component cost.
The Teleport spell cooldown will be reduced to one our globally coming update. They will all run the same cooldown.
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Re: Guide to Teleportation Spells (Druid, Wizard, Etc)

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Removed.
Last edited by breteas on Fri Mar 07, 2014 11:34 am, edited 1 time in total.
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Re: Guide to Teleportation Spells (Druid, Wizard, Etc)

Unread post by Styxwash »

Lampir wrote:**Interesting Note: You can give your Rune/Leaf Holder to another person and they can use it to teleport to that location.
Was this feature added in recently? Far as I remember Raseal wrote this was just PnP text and not true for the server. Also I tried dropping a marked leaf of mine and it just disappeared instantly. Havn't tried trading one to another player though.
Lampir wrote:Tree Stride requires you to travel from one tree into another. Travel by Plant is much more versatile. As of this time I'm unaware of any location in the Underdark that is a natural area. There is no concentration check and no % chance of messing up. However if the tree you marked has been killed, you will die when you Stride to it.
I'm not sure what you mean here, do we actually have to mark our leaf's at an actual in-game tree? I suppose it's just the PnP text, right?

Also I don't understand your note on the difference between Tree Stride and Travel by Plant? Aren't they just the same mechanically, aside from the latter being a group teleport...? The quote above reads like Travel by Plant would work in unnatural areas, which I doubt it does, i'm pretty sure it doesn't even....
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Re: Guide to Teleportation Spells (Druid, Wizard, Etc)

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Will the druid version work for Spirit Shamans?
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Re: Guide to Teleportation Spells (Druid, Wizard, Etc)

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I think it does, they have the same spell list.
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Re: Guide to Teleportation Spells (Druid, Wizard, Etc)

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Rasael wrote:I think it does, they have the same spell list.
You can select the spells, the only downside is that Spirit Shamans have too many decent level five spells, that the 2500 gp a cast becomes the only option. Not tomention how Tree Stride icon is soooo much better looking than the one on Travel By Plant. :evil:
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Re: Guide to Teleportation Spells (Druid, Wizard, Etc)

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Then make a new one! :mrgreen:
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Re: Guide to Teleportation Spells (Druid, Wizard, Etc)

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Ok, thanks.
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Re: Guide to Teleportation Spells (Druid, Wizard, Etc)

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Styxwash wrote:
Lampir wrote:**Interesting Note: You can give your Rune/Leaf Holder to another person and they can use it to teleport to that location.
Was this feature added in recently? Far as I remember Raseal wrote this was just PnP text and not true for the server. Also I tried dropping a marked leaf of mine and it just disappeared instantly. Havn't tried trading one to another player though.
Lampir wrote:Tree Stride requires you to travel from one tree into another. Travel by Plant is much more versatile. As of this time I'm unaware of any location in the Underdark that is a natural area. There is no concentration check and no % chance of messing up. However if the tree you marked has been killed, you will die when you Stride to it.
I'm not sure what you mean here, do we actually have to mark our leaf's at an actual in-game tree? I suppose it's just the PnP text, right?

Also I don't understand your note on the difference between Tree Stride and Travel by Plant? Aren't they just the same mechanically, aside from the latter being a group teleport...? The quote above reads like Travel by Plant would work in unnatural areas, which I doubt it does, i'm pretty sure it doesn't even....

Thanks I'll clarify here and then update the above post.

There are 2 differences between Tree Stride and Travel by Plant.
1) Tree Stride only moves you and Travel by Plant moves whole groups
2) Tree Stride, in flavor text, requires trees. Travel by Plant only requires some sort of plant life at all.

No, you do not TECHNICALLY have to be standing next to a tree mechanically to use the druid teleports or to set them up with the cantrip. All you have to be doing is standing in an area set to "Natural". However if you're playing a druid I would hope you would flavor text these appropriately.

Yes both of the natural teleport spells require you to be in a natural setting to use.



As for the Rune/Leaf Holder thing not working, thanks for the update. I never tried it, it was just in the Wiki. I'll remove that note.
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Re: Guide to Teleportation Spells (Druid, Wizard, Etc)

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(Will be re-enabled, but the familiarity you have will be ereased if you trade it)
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Re: Guide to Teleportation Spells (Druid, Wizard, Etc)

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I play a cleric but have no Word of Recall. Did I do something wrong or the spell was eliminated from the list?
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