Teleport Sorcery spell

Mixster

Mongoose
Hi guys,
So this spell confuses me a bit, originally I thought it was a cast and forget type spell, where you cast it, moved somewhere, and then it was over.

But I realise that it has a concentration (as opposed to an autonomous) duration. Which could be read in two ways, either you get teleported back when you stop the concentration, or you can keep teleporting as long as you are concentrating, up to the duration.

Which of them is it? If it keeps working for concentration it would be very good for long distance travel, allowing you to travel between 2-500km in 10 minutes.
 
Mixster said:
Hi guys,
So this spell confuses me a bit, originally I thought it was a cast and forget type spell, where you cast it, moved somewhere, and then it was over.

But I realise that it has a concentration (as opposed to an autonomous) duration. Which could be read in two ways, either you get teleported back when you stop the concentration, or you can keep teleporting as long as you are concentrating, up to the duration.

Which of them is it? If it keeps working for concentration it would be very good for long distance travel, allowing you to travel between 2-500km in 10 minutes.

The latter. You can keep teleporting for as long as you like until the Duration expires.
 
Deleriad said:
Mixster said:
Hi guys,
So this spell confuses me a bit, originally I thought it was a cast and forget type spell, where you cast it, moved somewhere, and then it was over.

But I realise that it has a concentration (as opposed to an autonomous) duration. Which could be read in two ways, either you get teleported back when you stop the concentration, or you can keep teleporting as long as you are concentrating, up to the duration.

Which of them is it? If it keeps working for concentration it would be very good for long distance travel, allowing you to travel between 2-500km in 10 minutes.

The latter. You can keep teleporting for as long as you like until the Duration expires.

Wow...
 
=O I like that idea!

Getting teleported back to your starting location when the duration ends could be a very cool in a low magic setting. Even a powerful sorcerer would need to use mundane methods of travel if they wish to spend more than a few hours in a new location at a time.
 
Dan True said:
Deleriad said:
Mixster said:
Hi guys,
So this spell confuses me a bit, originally I thought it was a cast and forget type spell, where you cast it, moved somewhere, and then it was over.

But I realise that it has a concentration (as opposed to an autonomous) duration. Which could be read in two ways, either you get teleported back when you stop the concentration, or you can keep teleporting as long as you are concentrating, up to the duration.

Which of them is it? If it keeps working for concentration it would be very good for long distance travel, allowing you to travel between 2-500km in 10 minutes.

The latter. You can keep teleporting for as long as you like until the Duration expires.

Wow...

When I saw that I cracked up in maniacal laughter at the fact that my character has just spent 4 or 5 days travelling what he could do in 5 minutes in your game :). That spell is crazy good.
 
Ha! My character in the Exodus of Rome game has the spell, which we've had some fun using, but this use will speed up our travel times considerably. I guess we'll have to leave Steve the Ox behind, though!
 
BTW, what do people think would happen if you had Project Sight running at some distance away to find somewhere to teleport to? Does the "remote eye" of Project Sight "snap back" to your location on teleporting, or would it remain the same distance away from your new location as your old?
 
Ultor said:
BTW, what do people think would happen if you had Project Sight running at some distance away to find somewhere to teleport to? Does the "remote eye" of Project Sight "snap back" to your location on teleporting, or would it remain the same distance away from your new location as your old?

The eye doesn't teleport, so it stays where it are. Would be my ruling

- Dan
 
That's what I'd say as well.

Also, you would need to make a Concentration roll (or whatever Mongoose uses nowadays) to keep both spells up at the same time - it's hard to Project Sight and Teleport and keep your bearings all at once.
 
I think it's a bit silly to interpret Teleport as being multi-use. "Concentration" has to be a mistake, it should be instant, although there are no other "instant" spells. I don't know if this is a deliberate decision, even Neutralise Magic is classed as "autonomous" and has a duration for the purposes of suppressing enchantments.
 
PhilHibbs said:
I think it's a bit silly to interpret Teleport as being multi-use. "Concentration" has to be a mistake, it should be instant, although there are no other "instant" spells. I don't know if this is a deliberate decision, even Neutralise Magic is classed as "autonomous" and has a duration for the purposes of suppressing enchantments.

I completely agree.
Except, it wasn't covered in the Erratta, IIRC. And Sorcery doesn't have an option that is called instantaneous, which made me very confused.
 
I seem to recall an old thread where it was confirmed teleport does indeed allow you to jump multiple times from one casting.
 
There is no such thing as an instantaneous spell and sorcery does allow you to use it as often as you like during its Duration. Just like Wrack, Animate and so on.

Obviously this might not be desirable in some settings.
 
Deleriad said:
There is no such thing as an instantaneous spell and sorcery does allow you to use it as often as you like during its Duration. Just like Wrack, Animate and so on.
So if I've cast Neutralise Magic at someone but they have no spells on them, any spells they cast within the duration up to the magnitude limit get neutralised? No, I think the lack of an "instant" is just a simplification of the system because so few spells are instantaneous. I'm considering making Wrack a "when you stop it drops" spell, any combat round in which you don't concentrate on causing damage ends the spell, and any other activity in between concentrating needs a Persistence roll.
 
PhilHibbs said:
I'm considering making Wrack a "when you stop it drops" spell, any combat round in which you don't concentrate on causing damage ends the spell, and any other activity in between concentrating needs a Persistence roll.

It already is. It says under Concentration .
Once focus is dropped, the spell's effect ceases or remains static until concentration can be resumed

I assume that this is an opening for the gm to decide what kind of effect he wan't some the spell. In my opinion, Wrack is the kind of spell whose effect ceases.

If however you plat with durations, all you really need to do to limit it is decide that teleport is a "stressful situation", thus requiring a persistence check to keep concentration and be able to teleport again.

Also, teleport says it "Teleport allows a sorcerer to instantenously move himself or a target to anywhere within the range of the spell". If you decide that "the range of the spell" is measured from where he casts the spell (which makes sense) it means that he can teleport more than once, but never get farther away than his range from the place he cast the spell.

So if a sorcerer is at point A and wishes to move to point B 10 km away, he needs to cast the spell with a range of 10 km. However, in case he cannot see point B directly, he can make "jumps" of 1 km each - but the 10 km range is measured from where he started.

Also, the size restriction effectively stops him from teleporting the whole party, thus limiting it's use for travelling.

- Dan
 
Dan True said:
PhilHibbs said:
I'm considering making Wrack a "when you stop it drops" spell, any combat round in which you don't concentrate on causing damage ends the spell, and any other activity in between concentrating needs a Persistence roll.
It already is. It says under Concentration .
Once focus is dropped, the spell's effect ceases or remains static until concentration can be resumed
That allows resumption any time up to the end of the spell's duration, which I'm not keen on.
Dan True said:
So if a sorcerer is at point A and wishes to move to point B 10 km away, he needs to cast the spell with a range of 10 km. However, in case he cannot see point B directly, he can make "jumps" of 1 km each - but the 10 km range is measured from where he started.
From a game balance point of view, I agree, but I still don't like it. Long range teleportation to a destination should require familiarity with the destination, an accurate depiction, or Project Sight.
Dan True said:
Also, the size restriction effectively stops him from teleporting the whole party, thus limiting it's use for travelling.
Targets is the way around that, but it reduces the amount of Range you can crank up.
 
Dan True said:
Also, the size restriction effectively stops him from teleporting the whole party, thus limiting it's use for travelling.

Or you cast Teleport with sufficent range and enough magnitude to take one other person, then, by maintaining concentration, you can keep travelling back and forward to fetch another party member.
 
PhilHibbs said:
Deleriad said:
There is no such thing as an instantaneous spell and sorcery does allow you to use it as often as you like during its Duration. Just like Wrack, Animate and so on.
So if I've cast Neutralise Magic at someone but they have no spells on them, any spells they cast within the duration up to the magnitude limit get neutralised?
Apparently so. There was a thread on this a while back. I don't have the rulebook in front of me so I don't recall whether the spell is Concentration or not which would make a difference.

No, I think the lack of an "instant" is just a simplification of the system because so few spells are instantaneous.

Again, the removal of Instant was as I understand it a deliberate decision. So no sorcery spells are Instantaneous in MRQ2. Once a spell has been cast it lasts until its Duration expires. Technically even a Neutralise spell which loses its potency after neutralising enough Magnitude doesn't automatically expire, it just hangs around like an unwanted guest doing nothing.
 
PhilHibbs said:
That allows resumption any time up to the end of the spell's duration, which I'm not keen on.

Not necessarily, it says "ceases OR remains static until concentration is resumed" (my capitalisation). To me, this says that there are two types of concentration: those that cease when concentration is lost (cease, as in disappear totally) and those that sleep until awakened. When nothing more is specified for the spell, it must be up to the gm to decide what kind of effect it has.

PhilHibbs said:
Dan True said:
So if a sorcerer is at point A and wishes to move to point B 10 km away, he needs to cast the spell with a range of 10 km. However, in case he cannot see point B directly, he can make "jumps" of 1 km each - but the 10 km range is measured from where he started.
From a game balance point of view, I agree, but I still don't like it. Long range teleportation to a destination should require familiarity with the destination, an accurate depiction, or Project Sight.
I agree. In my game I play it as an instant spell, no matter if they don't exists. I'm merely offering alternative interpretations.

Dan True said:
Also, the size restriction effectively stops him from teleporting the whole party, thus limiting it's use for travelling.
Targets is the way around that, but it reduces the amount of Range you can crank up.[/quote]

Oh, it says "Objects", I read it as regardless of the number of Targets he choose, he could never move more than this amount of SIZ.

Deleriad said:
Apparently so. There was a thread on this a while back. I don't have the rulebook in front of me so I don't recall whether the spell is Concentration or not which would make a difference.

Neutralise Magic is autonomous. This allows a mage to cast it in advanced, creating a zone where other spells are neutralised when cast (an antimagic field).

Luckily the rules are open for some interpretation and we all agree the gm's have some leeway in fitting this stuff to their own games.
 
Neutralise Magic is autonomous. This allows a mage to cast it in advanced, creating a zone where other spells are neutralised when cast (an antimagic field).

Nope, that would be Proctective Ward combined with Spell Resistance.
However, since protective ward works a bit differently all a sorcerer would have to do to negate your protective ward was walk through it physically, although arguably he would lose any buffs he put on before walking through the spell resistance.
 
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