Guide to Teleportation Spells (Druid, Wizard, Etc)

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18Rabbit
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Re: Guide to Teleportation Spells (Druid, Wizard, Etc)

Unread post by 18Rabbit »

Is there any information about the implementation of Shadowdancer's Shadowjump?
shadowofnight
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Re: Guide to Teleportation Spells (Druid, Wizard, Etc)

Unread post by shadowofnight »

18Rabbit wrote:Is there any information about the implementation of Shadowdancer's Shadowjump?
From what I understand you get two feats. Mark Shadow and Shadowjump. You use mark shadow to mark your teleportation point and then shadowjump to teleport there. You can only teleport from within the same area so like from one side of FAI to the other, not between different maps.

Not sure if you can have more then one point marked but I can let you know in 3 levels. I hope you can so I don't have to mark a shadow every time I enter a area.

Oh and I read somewhere on the forums that it's unlimited uses a day, with a 5 minute cool down.
breteas
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Re: Guide to Teleportation Spells (Druid, Wizard, Etc)

Unread post by breteas »

From what I understand you get two feats. Mark Shadow and Shadowjump. You use mark shadow to mark your teleportation point and then shadowjump to teleport there. You can only teleport from within the same area so like from one side of FAI to the other, not between different maps.
Yep.
Not sure if you can have more then one point marked but I can let you know in 3 levels. I hope you can so I don't have to mark a shadow every time I enter a area.
Nope, you can only mark one point at a time.
Oh and I read somewhere on the forums that it's unlimited uses a day, with a 5 minute cool down.
Yep. ;)
Azmodeth
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Re: Guide to Teleportation Spells (Druid, Wizard, Etc)

Unread post by Azmodeth »

Shadow Walk/Path of Shadow
Level 5 (Bard) Level 6 (Sorcerer/Wizard) Level 9 (Dark Warlock)
Cost: 850 gold
Use: Teleport (Uses a rune I think). You can bring others with you (1 medium creature per 3 caster levels). Can get around some magical blocks but is more dangerous.

any example of a magical block?
Azmodeth - Retired Frostmage, Abandoned all she had and left without warning.

http://www.bgtscc.net/viewtopic.php?f=1 ... g&start=30
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Hoihe
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Re: Guide to Teleportation Spells (Druid, Wizard, Etc)

Unread post by Hoihe »

Dimensional Anchor.

Into the Netherese Maze

Into the Greypeaks mountains

And so on.
For life to be worth living, afterlife must retain individuality, personal identity and  memories without fail  - https://www.sageadvice.eu/do-elves-reta ... afterlife/
A character belongs only to their player, and only them. And only the player may decide what happens.
18Rabbit
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Location: Muskogee, OK

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

Unread post by 18Rabbit »

breteas wrote:
From what I understand you get two feats. Mark Shadow and Shadowjump. You use mark shadow to mark your teleportation point and then shadowjump to teleport there. You can only teleport from within the same area so like from one side of FAI to the other, not between different maps.
Yep.
Not sure if you can have more then one point marked but I can let you know in 3 levels. I hope you can so I don't have to mark a shadow every time I enter a area.
Nope, you can only mark one point at a time.
Oh and I read somewhere on the forums that it's unlimited uses a day, with a 5 minute cool down.
Yep. ;)
So for typical use, on like a dungeon, do you put a mark down near the entrance and then use it as a quick evacuation/escape tool and/or as quick egress when you're done in the area?
breteas
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Re: Guide to Teleportation Spells (Druid, Wizard, Etc)

Unread post by breteas »

Yeah, sure. Could do. ;)

The ability has some issues still. But it's being looked at. It's basically a "never die" ability. Cooldown on marking is now 6 seconds.

Edit: I personally think not needing an inventory item to mark locations is great. No messing about, and while I've not tried this yet, I could see this skill even being used in combat, to jump behind your target mid-fight, sneak attack, and hips. 8-)

Mark, hips, sneak attack, jump, hips. Or something.

Edit two: By issues, I mean, it's not working at all. it will be fixed though.
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Hoihe
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Re: Guide to Teleportation Spells (Druid, Wizard, Etc)

Unread post by Hoihe »

breteas wrote:Yeah, sure. Could do. ;)

The ability has some issues still. But it's being looked at. It's basically a "never die" ability. Cooldown on marking is now 6 seconds.

Edit: I personally think not needing an inventory item to mark locations is great. No messing about, and while I've not tried this yet, I could see this skill even being used in combat, to jump behind your target mid-fight, sneak attack, and hips. 8-)

Mark, hips, sneak attack, jump, hips. Or something.

Edit two: By issues, I mean, it's not working at all. it will be fixed though.

SD 10 just became much, much more lovely.
For life to be worth living, afterlife must retain individuality, personal identity and  memories without fail  - https://www.sageadvice.eu/do-elves-reta ... afterlife/
A character belongs only to their player, and only them. And only the player may decide what happens.
18Rabbit
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Location: Muskogee, OK

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

Unread post by 18Rabbit »

breteas wrote:Edit two: By issues, I mean, it's not working at all. it will be fixed though.
:lol: Thanks!
breteas
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Re: Guide to Teleportation Spells (Druid, Wizard, Etc)

Unread post by breteas »

Yep, I will divert my finger to the master coder of BG. *slowly moves pointy finger to Rasael* A busy man, but he can handle it!

And, you.. *looks at everyone here* should at least post a thank you for him making it all happen! :D

*points blatantly at all the others* 8-)

Edit: I can assist!

http://bgtscc.net/viewtopic.php?f=136&t ... start=1125

Right there, for motivating those that don't play, but work their butts off to add new stuff! :D
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Rasael
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Re: Guide to Teleportation Spells (Druid, Wizard, Etc)

Unread post by Rasael »

Shadow jump has been fixed
shadowofnight
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Re: Guide to Teleportation Spells (Druid, Wizard, Etc)

Unread post by shadowofnight »

Nice 3 more levels till I get it :D and yeah I was going to use it for easy escape from dungeons...never thought about it being used in combat..interesting.
Azmodeth
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Re: Guide to Teleportation Spells (Druid, Wizard, Etc)

Unread post by Azmodeth »

what skills affect shadowwalk the 6th lvl mage spell.

whats the forumula.

I use it to travel form an out door area to an outdoor area... I HAVE LIKE 20 SEARCH..

where as I usually have a dc of 6 using teleport doing the same trip, I had a dc of 22..

so, I'm really confused here, I've been trying to be able to successfully use it, for awhile.

Can't even jump form a location on the same map usually...
Azmodeth - Retired Frostmage, Abandoned all she had and left without warning.

http://www.bgtscc.net/viewtopic.php?f=1 ... g&start=30
Azmodeth
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Location: Montreal

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

Unread post by Azmodeth »

*weekly bump , how does Shadow Walk the 6th lvl Wiz spell work . . *
Azmodeth - Retired Frostmage, Abandoned all she had and left without warning.

http://www.bgtscc.net/viewtopic.php?f=1 ... g&start=30
Chexss
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Re: Guide to Teleportation Spells (Druid, Wizard, Etc)

Unread post by Chexss »

Azmodeth wrote:*weekly bump , how does Shadow Walk the 6th lvl Wiz spell work . . *
When I figure it out Azmodeth I will let you know =P So far I have only managed to fail! Let alone normal teleport spells...Talira seems to forget she is in a area warded against teleportation =P
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