Guide to Teleportation Spells (Druid, Wizard, Etc)
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killhappyfool
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Re: Guide to Teleportation Spells (Druid, Wizard, Etc)
IS the gate spell implemented? Can I cast it one place and to another and allow people to funnel through it?
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Luna
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Re: Guide to Teleportation Spells (Druid, Wizard, Etc)
No, we don't have that type of gate spell implemented.killhappyfool wrote:IS the gate spell implemented? Can I cast it one place and to another and allow people to funnel through it?
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stevebarracuda
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Re: Guide to Teleportation Spells (Druid, Wizard, Etc)
Here are some updates/issues I've found in the last few weeks with testing some Druid Teleport/Tree Stride abilities.
1. The Cavestalker Underdark Affinity feat is not working properly with Druid Tree Stride spell. I've tested in 50%+ of the UD maps, and "You cannot find a plant to use for travel" is the recurring message my little druid gets. Now, while it might be true that mushrooms are not a plant, I do believe there is a mechanical issue here. I've submitted my tests to Ras and Luna already.
2. Mark Leaf cantrip: It doesn't work like marking a Rune. With marking a Rune, you highlight the rune, then cast the Mark Rune cantrip. For Mark Leaf (or whatever it's called), you must simply have at least 1 blank Leaf Holder in your toon's inventory, then, you highlight your toon, then cast the spell—the engine applies the mark to the first blank leaf holder. If you have a specific leaf holder highlighted, it won't apply the mark...although, the Log does say it did apply the mark. I haven't tried to re-mark a leaf holder yet.
3. Not all "green" areas on the surface are set to natural. Even in you can successfully mark a leaf holder for an area, that area cannot be used to Tree Stride from. An example is BG, Farmlands South - Wyrms Crossing. Maybe some areas are not meant to be Natural areas, in the first place.
1. The Cavestalker Underdark Affinity feat is not working properly with Druid Tree Stride spell. I've tested in 50%+ of the UD maps, and "You cannot find a plant to use for travel" is the recurring message my little druid gets. Now, while it might be true that mushrooms are not a plant, I do believe there is a mechanical issue here. I've submitted my tests to Ras and Luna already.
2. Mark Leaf cantrip: It doesn't work like marking a Rune. With marking a Rune, you highlight the rune, then cast the Mark Rune cantrip. For Mark Leaf (or whatever it's called), you must simply have at least 1 blank Leaf Holder in your toon's inventory, then, you highlight your toon, then cast the spell—the engine applies the mark to the first blank leaf holder. If you have a specific leaf holder highlighted, it won't apply the mark...although, the Log does say it did apply the mark. I haven't tried to re-mark a leaf holder yet.
3. Not all "green" areas on the surface are set to natural. Even in you can successfully mark a leaf holder for an area, that area cannot be used to Tree Stride from. An example is BG, Farmlands South - Wyrms Crossing. Maybe some areas are not meant to be Natural areas, in the first place.
As J.G. Ballard has said, "It's a mistake to hold back and refuse to accept one's own nature."
- Calodan
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Re: Guide to Teleportation Spells (Druid, Wizard, Etc)
///OOC I have noticed that some people have issue with the high check and failure of teleport and also the one hour real time wait period. I really would not mind the failure rate at all just the one hour wait period. I realize this was implemented to minimize the boss hopping that could happen and I for one totally agree that no one should be able to just hop boss to boss and loot them like that. The one hour wait time is just bad form though. Why not treat teleport like the barb rage ability? A correct casting would take them to where they were going but would for five minutes cause a strength and constitution hit of 5. A failure would simply fail and the arcanist could attempt another teleport say the next time they rest? Would this be all good according to lore? And is it possible to actually have this considered? Just my thoughts on this. Peace Be The Journey!
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"We should take the army head on!"
"... it sounds like a terrible idea, but look at that smile."
"And he just sounds so confident ... he is a favored soul."
"Even if we don't survive, he will, and isn't that what matters?" -Red Lancer
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Storm Munin
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Re: Guide to Teleportation Spells (Druid, Wizard, Etc)
So... just 5 minutes between hoping from balor to pitfiend to frost king?
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*kneeding hands* Perfect timer for respawn.
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"Existence is empty without chaos, Life is boring without enemies." So sayeth Lady Lolth, Queen of Chaos.
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- Flasmix
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Re: Guide to Teleportation Spells (Druid, Wizard, Etc)
Well... I'm really lazy and just hate loading times and transitions so 95% of my teleports are to either Baldur's Gate, the FAI or Beregost. I think if town maps were free to teleport to in terms of cool-down timer, or at least, a significantly reduced cool down timer, especially on a failed teleport to a city, then I'd be super happy because I can continue to be lazy. Keep the 1 hour timer for non-city maps
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Pugratix to a snarky militia man: "Mmmm. Not yet. I will live for hundreds of years and be heralded as one of the greatest forces of destruction on the face of the world. The only thing you can destroy is the outhouse."
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Hitman Hard
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Re: Guide to Teleportation Spells (Druid, Wizard, Etc)
Keep the teleport time just like it is, it's bad enough that scrying wil be added.Calodan wrote:///OOC I have noticed that some people have issue with the high check and failure of teleport and also the one hour real time wait period. I really would not mind the failure rate at all just the one hour wait period. I realize this was implemented to minimize the boss hopping that could happen and I for one totally agree that no one should be able to just hop boss to boss and loot them like that. The one hour wait time is just bad form though. Why not treat teleport like the barb rage ability? A correct casting would take them to where they were going but would for five minutes cause a strength and constitution hit of 5. A failure would simply fail and the arcanist could attempt another teleport say the next time they rest? Would this be all good according to lore? And is it possible to actually have this considered? Just my thoughts on this. Peace Be The Journey!
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Styxwash
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Re: Guide to Teleportation Spells (Druid, Wizard, Etc)
I was curious about how Teleporting works with UMD at the moment? Is it impossible to travel any significant distance because the scrolls CL is to low or does it use the characters total HD for CL?
I was also wondering if Shadow Walk will be implemented for Warlocks eventually, as the wiki currently include?
I was also wondering if Shadow Walk will be implemented for Warlocks eventually, as the wiki currently include?
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ithildur
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Re: Guide to Teleportation Spells (Druid, Wizard, Etc)
Question on this (sorry if I missed this somewhere): Dimension Door says specifically in the description that it has a 'lower/low' DC. Can someone explain what the calculation for the DC is?
Last edited by ithildur on Mon Mar 10, 2014 2:17 pm, edited 1 time in total.
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breteas
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- Convolutedline
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Re: Guide to Teleportation Spells (Druid, Wizard, Etc)
I am so confused
so from this equation
concentration checks cancel out??? [re-reading]
what is the base skill then
concentration +d20 = concentration??? what?
so from this equation
concentration checks cancel out??? [re-reading]
what is the base skill then
concentration +d20 = concentration??? what?
- Convolutedline
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Re: Guide to Teleportation Spells (Druid, Wizard, Etc)
ithildur wrote:Question on this (sorry if I missed this somewhere): Dimension Door says specifically in the description that it has a 'lower/low' DC. Can someone explain what the calculation for the DC is?
I dunno what the dc is but, I've never seen a dc of dimension door higher than say 25..
usually is at about 17 as cl21 max spellcraft no feats.
I know that doesn't necessarily answer your question but, hopefully helps x.x