![]() That’s a pretty powerful effect for a 3rd-level spell, even despite the nonmagical damage, but the requirement to not only hit with a melee spell attack but to also force the target to fail a Charisma save combines with how easy it is to simply miss with the spell, gaining no effect for a 3rd-level spell slot, to help balance out the spell. A 90 foot fall deals 9d6 nonmagical bludgeoning damage. Unlike scatter, this spell can actually teleport its target into the air, whether that’s off a cliff, over water or lava, or simply 90 feet up in the air. The main combat use of Relocate may not be immediately apparent on the first read. It isn’t ideal, but sometimes you just gotta move! ![]() While this usage is essentially a worse version of misty step since it costs an action instead of a bonus action, it can still be worthwhile when the mage simply must reach a certain place on time and hasn’t prepared or learned another teleportation spell. This spell can even be used for teleportation without any offensive use: if you are desperate, you can simply teleport up to 30 feet without attacking any enemies at all. While its not the strongest at any of those effects alone, altogether it can make for a very potent turn at the cost of just one 2nd-level slot. This spell combines the single-target damage of the best 1st-level spells, the teleportation of the 2nd-level misty step (normally a bonus action), and the prone effect. The first spell has been dreamed about ever since that first crazy player looked at their little teleportation spell and asked their DM “Wait, can I try to teleport through the monster to damage it?” Beluud’s Brutal Jaunt is exactly what results when a mage attempts this little deadly trick. These two spells were designed, among other reasons, to provide characters looking to specialize in teleportation magic with offensive options to use in combat that don’t feel out of place with the rest of the character concept. But the power of instantly changing a creature or object’s location can be used for so much more than simple re-positioning. During said year, the cost of 50gp a day should be easy for the character to earn doing magic work since the spell only takes 1 minute per day.ĭo not get me wrong, I am not saying you cannot homerule it like you do, just coming with a way to do it as intended without removing the "Fun" part since allowing to make a permanent circle in 1 day at 5.48% of the cost is VERY overpowered.Most teleportation spells in 5th edition D&D don’t have combat applications other than simply changing the location of yourself, an ally, or an enemy. The corresponding year does not have to be played out, it could be a point during the campaign where it would fit with a break of 1-1.5 year before the next world-ending threat emerges, and then saying "There will be a break of 1.5 years, anything you want to do during this time?" will then allow the teleport-caster to say "I want to make a permanent Circle in our fort". I make the cost 1000 gp and it takes a long rest which includes you designing your own rune sequence, making the circle, and using magic to infuse the chalks and inks into the stone.īecause for an adventurer having to spend 50 gold a day is at least 18 grand and spending a year in game on the same area. * - (rare chalks and inks infused with precious gems worth 50 gp, which the spell consumes) You need not use the circle to teleport when you cast the spell in this way. You can create a permanent teleportation circle by casting this spell in the same location every day for one year. You can commit a new sigil sequence to memory after studying it for 1 minute. ![]() You can learn additional sigil sequences during your adventures. When you first gain the ability to cast this spell, you learn the sigil sequences for two destinations on the Material Plane, determined by the GM. Each such circle includes a unique sigil sequence-a string of magical runes arranged in a particular pattern. Many major temples, guilds, and other important places have permanent teleportation circles inscribed somewhere within their confines. Any creature that enters the portal instantly appears within 5 feet of the destination circle or in the nearest unoccupied space if that space is occupied. A shimmering portal opens within the circle you drew and remains open until the end of your next turn. Monstrous Compendium Vol 3: Minecraft CreaturesĪs you cast the spell, you draw a 10-foot-diameter circle on the ground inscribed with sigils that link your location to a permanent teleportation circle of your choice whose sigil sequence you know and that is on the same plane of existence as you.
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