Astral Walk, Shadow walk, stone walk, wind walk, pass pant, tree stride.....Athon wrote:How does teleporting in FK have nothing to do with teleporting in D&D?
- In FK, teleport is a level 7 spell. In D&D, greater teleport is a level 7 spell.
- In FK, teleport has no range and takes you to the PC/Mob you specify. In D&D, greater teleport has no range and takes you to the destination you specify.
- In FK, teleport can fail and take you somewhere random. In D&D, greater teleport always succeeds.
- In FK, teleport has a material component (expensive at that). In D&D, greater teleport has no material component.
- In FK, teleport only teleports yourself. In D&D, greater teleport can bring along yourself plus one extra medium-sized creature (or smaller) for every 3 levels of the caster.
So yes, there are differences between teleport in FK and greater teleport in D&D, namely in that we made teleport far more difficult to use. However, their functionality as an overall spell are nearly identical.
I said "Teleporting in DnD have nothing to do with teleporting in FK", I did not said Teleport spell in Dnd ect ect.
I'm completly agree that in FK, the Mage Teleport spell is far too hard than they should be, and Greater Teleport shoudl be added.
And what I said still holds true for most priests in FK have a far easier time teleporting around than in DnD which is just not right, teleporting is a mages job for me, not a priestly one.
Edited: Forgot the suggestion part.
We remove the non standar DnD transportation spells, add greater teleport (which is a group teleport) and rename "Gate" to Teleportation Circle while making it one way (Basically it allows the mage to teleports very large group of people without teleporting him.)
Make Teleport and Greater Teleport more easily accesible to wizards, while leaving Teleportation Circle something rare and special (high cost component, rare availability of the spell (very very long, hard and failable quest, imm run dungeon/rp, that kind of things).