Guide to Teleportation Spells (Druid, Wizard, Etc)

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Rasael
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Re: Guide to Teleportation Spells (Druid, Wizard, Etc)

Unread post by Rasael »

It's not enabled, it's still in testing limbo. It'll show up automatically if enabled :)
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Re: Guide to Teleportation Spells (Druid, Wizard, Etc)

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Thanks for answer, i will wait
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Re: Guide to Teleportation Spells (Druid, Wizard, Etc)

Unread post by Side »

How exactly does Gate fit in with these spells? Trace Teleport says it can trace a location from the use of Gate, but there is no other information over if Gate is or will be a teleportation spell.
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Re: Guide to Teleportation Spells (Druid, Wizard, Etc)

Unread post by Rasael »

Its a leftover from the initial draft of the spells. Gate was an unlimited gate which lasted for a few minutes and ended whenever the caster passed through. Any number of people could be brought along.

As it is now it won't be traceable, but that part can be re-enabled easily.
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Re: Guide to Teleportation Spells (Druid, Wizard, Etc)

Unread post by Lampir »

Updated with a link to Karond's info on teleportation DCs!

http://bgtscc.net/viewtopic.php?f=49&t=28069
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Re: Guide to Teleportation Spells (Druid, Wizard, Etc)

Unread post by Lampir »

Updated with all Karond's fantastic info!
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Re: Guide to Teleportation Spells (Druid, Wizard, Etc)

Unread post by Hoihe »

Bumping this post. Should be stickied.


Also teleporting to the UD is painful... losing 228 HP is not fun!
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Re: Guide to Teleportation Spells (Druid, Wizard, Etc)

Unread post by Laenor »

Teleporting with a Scroll, as a Bard with 30 (base) spellcraft from baldur's gate to baldur's gate netted me a roll of 22 vs a DC of 59 or so.
Either there's a (really) huge hidden penality if you cast from a scroll (took about 170 damage), or I was really unlucky.

I've should have DC-3 from spellcraft.
So it's D20 vs 2d12 + 9
Let's say I rolled a 2 vs a 12 + 9, that's 19d8.
But I took about 37d8, seems like there's a ~20 DC penality somewhere that's not listed here
Last edited by Laenor on Sun Jan 06, 2013 7:11 pm, edited 1 time in total.
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Re: Guide to Teleportation Spells (Druid, Wizard, Etc)

Unread post by Hoihe »

DC of 59 mostly happens with teleportig to the UD :? .

What is your CL?
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Re: Guide to Teleportation Spells (Druid, Wizard, Etc)

Unread post by Laenor »

Hoihe wrote:DC of 59 mostly happens with teleportig to the UD :? .

What is your CL?
I used a scroll, so CL should be the CL of the scroll, not mine.
My CL is 8 otherwise. But the scroll, as level 5 spell, should have a CL of 9.
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Re: Guide to Teleportation Spells (Druid, Wizard, Etc)

Unread post by Hoihe »

That should explain.. Low CL ends up messing up teleports more often than not.
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Re: Guide to Teleportation Spells (Druid, Wizard, Etc)

Unread post by Laenor »

Sure, but that's a rather steep penality that's not listed here :D
it's fine, I don't risk much since I've got 280 hp, but still

Could use some insight from the dev regarding that penality :p
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Re: Guide to Teleportation Spells (Druid, Wizard, Etc)

Unread post by Aron Times »

How does Shadow Walk work? I took it for my sorcerer, and I have never succeeded at the Search check needed, since I don't have any ranks in Search and the spell description doesn't say anything about needing Search. I tried teleporting from the Baldur's Gate Noble District to the Friendly Arm Inn, and I rolled an 18 against a DC of 37.

Do I need ranks in Search to use Shadow Walk? How does it work?
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Re: Guide to Teleportation Spells (Druid, Wizard, Etc)

Unread post by stevebarracuda »

Aron Times wrote:How does Shadow Walk work?

I've been using, trying at least, Shadow Walk exclusively on my mage. From what I know Shadow Walk has inherent higher DCs than Teleport and Greater Teleport, because it supposedly bypasses wards or something, allowing you to use it for places that Teleport won't work.

Also, Shadow Walk does now utilize search-related skills, to increase the chance for success. Do, if you equipped items that boost Search (and maybe Spot?), your chances for success should increase.

Remember that outside to inside area teleporting/shadow walking is more difficult, and vice versa.

The downside of Shadow Walk is, unlike Teleport, you do not improve your chances of Shadow Walking by making successful attempts to unique areas. Which means: you won't improve by experience, only by skills and ultimately class level.
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Re: Guide to Teleportation Spells (Druid, Wizard, Etc)

Unread post by Laenor »

Could the following be added to the guide ?

Teleportation Class Abilities

Mark Blood
Level 10 Blood Mage
Cost: 0
Use: You need to stand next to a living creature to cast this spell (Even a summoned creature will do, as long as that creature has blood (IE.: No Construct. Undead or Elemental)
Cast this spell on a rune to link the blood and current location of that creature to the rune.

Bloodwalk
Level 10 Blood Mage
Cost: 0
Use: Cast this spell on a rune that has been marked by the blood of a creature to instantly teleport to the place where the blood rune was created in the first place.
There are no DC attached to the use of this ability.
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