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.
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!///