Difference between revisions of "Waypoint Style Teleportation (3.5e Variant Rule)"
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− | Then you add [[ | + | Then you add [[Teleportation_beacon_(3.5e_Spell)|Teleportation beacon]] |
and last any creature or item that had the ability to use any of the the above as [[SRD:Sp|Sp]], [[SRD:Ex|Ex]], [[SRD:Ps|Ps]] or [[SRD:Su|Su]] loses them but instead gains: | and last any creature or item that had the ability to use any of the the above as [[SRD:Sp|Sp]], [[SRD:Ex|Ex]], [[SRD:Ps|Ps]] or [[SRD:Su|Su]] loses them but instead gains: |
Revision as of 08:57, 20 January 2012
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Teleportation "Fix"
Introduction
The Short of it is, I believe that the travel from point A to point B can be a great part of the adventure or history, as much as point A or B in themselves, the Teleport line of spells totally remove the journey from many adventures/histories so I made this fix for that:
Addet bonus No more scry'n'die tactics.
Rule Mechanics
First you replace
SRD:Teleport with Teleport,
SRD:Greater Teleport with Greater Teleport and
SRD:Teleportation Circle with Teleportation Circle
Then you add Teleportation beacon
and last any creature or item that had the ability to use any of the the above as Sp, Ex, Ps or Su loses them but instead gains:
(YY) Dimension Door/X day
(YY) Teleportation Beacon/X day
(YY) Same spell as they had before just the fixed version behind/X day
Were (YY) is the same type of special ability they had before and X is equal to the number of times they could use the (YY) before the fix.
Examples
Normaly Erinyes got (Sp): At Will - Greater Teleport that they lose but instead gain:
(Sp) Dimension Door at will
(Sp) Teleportation beacon at will
(Sp) Greater Teleport at will
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