Author Topic: Door to great evil  (Read 6699 times)

Offline Captnq

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Door to great evil
« on: April 29, 2012, 10:16:47 PM »
Door to Great Evil

This spell came from Ghostwalk Web Enhancement.

Now, I know that Ghostwalk is 3.0.

It was published right before the 3.5 Player's handbook.

The WE1 that this spell came from was published 2003, June 7th. I believe right AFTER the player's handbook for 3.5 came out.

After the WE1 came the WE2 update for Ghostwalk to 3.5

The WE2 speaks nothing about the WE1.

Is this spell 3.0 or 3.5?
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Offline Vicerious

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Re: Door to great evil
« Reply #1 on: April 30, 2012, 06:36:31 PM »
The way it's written, it's 3.0.  The tell-tale is "Casting Time: 1 action."  In 3.5, it should be 1 standard action.  I will note that adding that one word is all that would be required to completely update the spell to 3.5.
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Offline Captnq

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Re: Door to great evil
« Reply #2 on: April 30, 2012, 06:54:38 PM »
The way it's written, it's 3.0.  The tell-tale is "Casting Time: 1 action."  In 3.5, it should be 1 standard action.  I will note that adding that one word is all that would be required to completely update the spell to 3.5.

Okay, so, the fact that it's Transmutation [teleportation] is acceptable? Because I got a player who wants to use that as a way to get around a ward against conjuration. He compared it to an old episode of ST:tNG where a bunch of terrorists on a planet figured out how to make a transporter that didn't work like a normal transporter.
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Offline Vicerious

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Re: Door to great evil
« Reply #3 on: April 30, 2012, 07:11:20 PM »
The way it's written, it's 3.0.  The tell-tale is "Casting Time: 1 action."  In 3.5, it should be 1 standard action.  I will note that adding that one word is all that would be required to completely update the spell to 3.5.

Okay, so, the fact that it's Transmutation [teleportation] is acceptable? Because I got a player who wants to use that as a way to get around a ward against conjuration. He compared it to an old episode of ST:tNG where a bunch of terrorists on a planet figured out how to make a transporter that didn't work like a normal transporter.
Ha!  I missed the school! :facepalm It should probably be conjuration, yeah.  Teleportation is a subschool of conjuration, after all.  I would even go so far as making it a dual school (Complete Mage) conjuration/divination spell, since it finds the destination for you.

Is it a ward against all conjurations or is it a ward against teleportation/dimensional travel (like dimenstional lock)?

If your player is looking for an alternate method, maybe he wants to look into the Spell Versatility variant ability for transmutation-specialized wizards.
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Offline nijineko

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Re: Door to great evil
« Reply #4 on: April 30, 2012, 07:19:43 PM »
i'm suddenly reminded of that st:v demotivational poster about star trek (voyager) should never be allowed to be used to excuse or justify anything... even breathing.

didn't really watch the show much, so i wouldn't know, myself.

Offline Captnq

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Re: Door to great evil
« Reply #5 on: April 30, 2012, 08:51:01 PM »
The way it's written, it's 3.0.  The tell-tale is "Casting Time: 1 action."  In 3.5, it should be 1 standard action.  I will note that adding that one word is all that would be required to completely update the spell to 3.5.

Okay, so, the fact that it's Transmutation [teleportation] is acceptable? Because I got a player who wants to use that as a way to get around a ward against conjuration. He compared it to an old episode of ST:tNG where a bunch of terrorists on a planet figured out how to make a transporter that didn't work like a normal transporter.
Ha!  I missed the school! :facepalm It should probably be conjuration, yeah.  Teleportation is a subschool of conjuration, after all.  I would even go so far as making it a dual school (Complete Mage) conjuration/divination spell, since it finds the destination for you.

Is it a ward against all conjurations or is it a ward against teleportation/dimensional travel (like dimenstional lock)?

If your player is looking for an alternate method, maybe he wants to look into the Spell Versatility variant ability for transmutation-specialized wizards.

Actually, yes. The area is conjuration proof. Won't go into details, but he wants to teleport in by transmutation teleportation instead of conjuration teleportation. In retrospect, I should have just had it warded against teleport, but I wanted to stop the damn druid and his Augmented Summoning, Greenbound summoning army of nature's allies. Make it an actual slug fest for a change. He loves putting animal growth on a Dire Plant Rat and call it a Rouse. Because it's a rat the size of a house. We play you can summon the 'same' rat, even if it dies. So his Go to spell is, 'I summon Williard the Rouse.' Damn Funny when he does it in a bar. Large size rat made of plants appears out of thin air, peers at the offending local nose to nose and says, "Squeek." Not, he squeeks. He says, "Squeek." Williard got many an add on over the years. Williard get more play time then his dire bat animal companion.

Going on year seven. Once a week on average. Ya know, I though Epic level would be more of a pain to run, but actually it's not that bad.
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Offline Captnq

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Re: Door to great evil
« Reply #6 on: April 30, 2012, 08:55:13 PM »
If your player is looking for an alternate method, maybe he wants to look into the Spell Versatility variant ability for transmutation-specialized wizards.

Oh hell, I know I'm opening up a can of wyrms here, but that spell versatility, once he knows the spell, can he scribe it on a scroll others could copy? For example Said transmuter learns teleportation. He then makes it into a scroll, another wizard then copies the spell into his spell book. Poof, School of transmutation Teleportation?
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Offline Halinn

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Re: Door to great evil
« Reply #7 on: April 30, 2012, 09:48:27 PM »
Actually, yes. The area is conjuration proof. Won't go into details, but he wants to teleport in by transmutation teleportation instead of conjuration teleportation. In retrospect, I should have just had it warded against teleport, but I wanted to stop the damn druid and his Augmented Summoning, Greenbound summoning army of nature's allies. Make it an actual slug fest for a change. He loves putting animal growth on a Dire Plant Rat and call it a Rouse. Because it's a rat the size of a house. We play you can summon the 'same' rat, even if it dies. So his Go to spell is, 'I summon Williard the Rouse.' Damn Funny when he does it in a bar. Large size rat made of plants appears out of thin air, peers at the offending local nose to nose and says, "Squeek." Not, he squeeks. He says, "Squeek." Williard got many an add on over the years. Williard get more play time then his dire bat animal companion.

Going on year seven. Once a week on average. Ya know, I though Epic level would be more of a pain to run, but actually it's not that bad.
Greenbound summoning changes creature type. Animal Growth only works on creatures with the animal type, which a greenbound rat won't have.
Anyhow, the teleportation subschool has been entirely moved to conjuration in 3.5, so if he wants a non-conjuration teleportation spell, he'll have to do better than 3.0 sources.

I suggest telling him that if he can conceive of a way to move to a specified location through magic that isn't teleportation, he can research that. Perhaps a rock variant of Transport via Plants, which could conceivably be transmutation

Offline Captnq

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Re: Door to great evil
« Reply #8 on: April 30, 2012, 10:30:16 PM »
Greenbound summoning changes creature type. Animal Growth only works on creatures with the animal type, which a greenbound rat won't have.

Ooo! I missed that! I'll grandfather in an exception for Williard, however. He's funny.
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Offline linklord231

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Re: Door to great evil
« Reply #9 on: May 01, 2012, 12:09:40 PM »
I suggest telling him that if he can conceive of a way to move to a specified location through magic that isn't teleportation, he can research that. Perhaps a rock variant of Transport via Plants, which could conceivably be transmutation

Any of the current Conjuration (Teleportation) spells could be re-imagined as breaking you down into your component parts, flinging them through space, and putting them back together.  That description would probably fall under the Transmutation school, and would probably be valid spells to research (DMG pg 198).
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Offline Captnq

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Re: Door to great evil
« Reply #10 on: May 01, 2012, 12:18:18 PM »
I suggest telling him that if he can conceive of a way to move to a specified location through magic that isn't teleportation, he can research that. Perhaps a rock variant of Transport via Plants, which could conceivably be transmutation

Any of the current Conjuration (Teleportation) spells could be re-imagined as breaking you down into your component parts, flinging them through space, and putting them back together.  That description would probably fall under the Transmutation school, and would probably be valid spells to research (DMG pg 198).

Having seen the transmutation specialist ability, I, alas, have to concur and allow the player to hunt down someone who can help him make an item that operates on transmutation (teleportation) and get around the Anti-conjuration field.
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Offline Halinn

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Re: Door to great evil
« Reply #11 on: May 01, 2012, 12:33:40 PM »
I suggest telling him that if he can conceive of a way to move to a specified location through magic that isn't teleportation, he can research that. Perhaps a rock variant of Transport via Plants, which could conceivably be transmutation

Any of the current Conjuration (Teleportation) spells could be re-imagined as breaking you down into your component parts, flinging them through space, and putting them back together.  That description would probably fall under the Transmutation school, and would probably be valid spells to research (DMG pg 198).
IMO, that sounds closer to a dual-schooled Conjuration/Transmutation. Transmutation to break things down, magic in general to throw things through space, conjuration effect at target destination to put things back together.

Offline ariasderros

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Re: Door to great evil
« Reply #12 on: May 01, 2012, 12:41:05 PM »
*cough* Master Earth *cough*

Transmutation. Teleporting spell (like Greater Teleport, but if you don't know when you're going, it tries to auto-home). Personal only. Druids. Is awesome for getting around in Undermountain. :)
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Offline Captnq

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Re: Door to great evil
« Reply #13 on: May 01, 2012, 02:10:36 PM »
*cough* Master Earth *cough*

Transmutation. Teleporting spell (like Greater Teleport, but if you don't know when you're going, it tries to auto-home). Personal only. Druids. Is awesome for getting around in Undermountain. :)
Alas, floating castle on a platform that has it's own frame of gravity. The Vampire who owns it keeps it upside down in a valley so he doesn't have to worry about the sun. But nice try. Keep it coming.
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Offline nijineko

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Re: Door to great evil
« Reply #14 on: May 01, 2012, 03:24:47 PM »
ethereal entry?

witch's gate?

parachute on top and passwall?

create water and bless under the castle so that it rains holy water up into the castle?

my personal favorite, use shrink item on a pond of holy water using the cloth option. have a really good tailor turn it into a really great cape or suit of clothes. offer it as a present, through intermediaries if need be. much later, cancel or dispel.

Offline Captnq

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Re: Door to great evil
« Reply #15 on: May 01, 2012, 04:24:02 PM »
ethereal entry?

The castle is parked over a huge swirling extra dimensional maelstrom that renders dimensional travel and conjuration magic impossible. Shifting ethereal would be suicide and/or one way trip to a random plane in the abyss. Messes with extradimensional/non-dimensional space as well.

witch's gate?

never heard of it. Hows it work? Note, they don't have a witch.

parachute on top and passwall?
Flying won't work because of the vampire's control of gravity for his castle. You'll fall, hit the zone between, bob up and down and slide off.

create water and bless under the castle so that it rains holy water up into the castle?
The vampire has absolute control over gravity. Coming from the bottom up leads to a similar problem as coming in from above and you are detected. Note, the detections are... impressive.

my personal favorite, use shrink item on a pond of holy water using the cloth option. have a really good tailor turn it into a really great cape or suit of clothes. offer it as a present, through intermediaries if need be. much later, cancel or dispel.

Actually, they were thinking of polymorph any object into gold coins, hope to be brought to his treasure hoard, but the wizard/cleric is finding the transmutation teleport a more viable option. Now hes trying to find a way to scry the guy so they don't have to search for him once they get up there.

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Offline Garryl

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Re: Door to great evil
« Reply #16 on: May 01, 2012, 04:31:51 PM »
How much control over gravity are we talking about? If it's enough to defy flight (you know, that thing that defies gravity), I have to wonder if it's strong enough to just crush anyone inside under the weight of their own bodies. In which case, find a plan that involves staying out.

Offline Captnq

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Re: Door to great evil
« Reply #17 on: May 01, 2012, 06:35:03 PM »
How much control over gravity are we talking about? If it's enough to defy flight (you know, that thing that defies gravity), I have to wonder if it's strong enough to just crush anyone inside under the weight of their own bodies. In which case, find a plan that involves staying out.

Think of it as a controlled headwind. You could try and struggle through, but you'd be a sitting duck for several minutes.
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Offline sirpercival

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Re: Door to great evil
« Reply #18 on: May 01, 2012, 06:39:25 PM »
And the False Gravity spell won't help them?
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Offline betrayor

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Re: Door to great evil
« Reply #19 on: May 01, 2012, 08:42:33 PM »
Well a wish would surely work even if it is high cost.....
It one of the safe functions of the spell.....
And as it is universal it won't be blocked  by the conjuration negation......