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Teleporting
These Spells are custom to Baldurs Gate: The Sword Coast Chronicles. They were implemented based on their Pencil and Paper incarnations and the work Obsidian had initially done to include them in NWN2. These spells usually cost a little bit of gold to use and have a relatively long cooldown period. For canon lore reasons teleportation to and from the Underdark is quite difficult and indeed hazardous, depending on the caster's experience. These spells do not rely on a dungeon master's presence but they may be used in events, to prevent antagonists from fleeing for example. Or to trace their destination!

This also works on players, with teleportation spells leaving a trail behind which can be traced by another player. The time this trail lasts depends greatly on the spell level of the teleportation spell that was used. Spells such as Travel by Plant and Tree Stride cannot be traced in this manner. They also aren't affected by Dimensional Locks and Anchors.


Mark Rune

Caster Level(s): Brd 0, Clr 0, Wiz / Sorc 0
School: Universal
Descriptor(s):
Component(s): n/a
Range: Personal
Area of Effect / Target: Location
Duration: Permanent Inscription of a Rune
Save: n/a
Spell Resistance: n/a

You inscribe a rune with the location you are currently occupying and link it to that location permanently. The rune may then be used to provide a connection to the location for teleportation magic. By targeting a rune that is already marked you can remove the binding spell.


Mark Plant

Caster Level(s): Druid 0, Ranger 1
{C}School: Universal
Descriptor(s):
Component(s): n/a
Range: Personal
Area of Effect / Target: Location
Duration: Permanent Inscription on a Rune
Save: n/a
Spell Resistance: n/a

You attempt to gather a plant leaf from your current location and conserve it in an empty leaf holder. This leaf will provide a connection to the location it grew on allowing you to travel back here by using the Travel by Plant spell. By targeting a leaf holder that is already marked you can remove the binding spell.


Travel by Plant

Caster Level(s): Druid 6
School: Conjuration (Teleportation)
Components: Verbal, Somatic
Range: Unlimited
Target: Personal and any touched objects or other touched willing creatures (nearby party)
Duration: 1 round
Saving Throw: None
Spell Resistance: No

This spell instantly transports you to a designated destination but interplanar travel is not possible. You can bring along objects as long as their weight doesn’t exceed your maximum load. You may also bring one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load) or its equivalent (see below) per three caster levels. A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth. All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you. As with all spells where the range is personal and the target is you, you need not make a saving throw, nor is spell resistance applicable to you. Only objects held or in use (attended) by another person receive saving throws and spell resistance. Willing creatures are considered those who are in your party.
This spell has a material component of 2.500 gp


Tree Stride

Casterlevel: Drd 5, Rgr 4
School: Conjuration (Teleportation)
Components: Verbal, Somatic
Range: Personal
Target: Leaf Holder
Duration: Instantaneous
Saving Throw: n/a
Spell Resistance: n/a

You gain the ability to enter trees and move from inside one tree to inside another tree. The spell lasts until the duration expires or you exit a tree after reaching your destination. The transport is a full round action. If the tree in which you are concealed is chopped down or burned, you are slain if you do not exit before the process is complete.Willing creatures are considered those who are in your party.
This spell has a material component of 600 gold pieces.


Dimension Door

Casterlevel: Brd 4, Sor/Wiz 4, Travel 4
School: Conjuration (Teleportation)
Components: Verbal
Range: entire area
Target: You and touched objects or other touched willing creatures (nearby party)
Duration: Instantaneous
Saving Throw: None and Will negates (object)
Spell Resistance: No and Yes (object)

You instantly transfer yourself from your current location to any other spot within range. You always arrive at exactly the spot desired—whether by simply visualizing the area or by stating direction. After using this spell, you can’t take any other actions until your next turn. You can bring along objects as long as their weight doesn’t exceed your maximum load. You may also bring one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load) or its equivalent per three caster levels. A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth. All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you.
This spell has relatively low DC but is only usable for travel inside an area you are already in. It cannot be used to transition between areas.Willing creatures are considered those who are in your party.

Casting the spell costs 200 gold pieces as a material component.


Teleport

Caster Level(s): Travel 5, Wiz / Sorc 5
School: Conjuration (Teleportation)
Components: Verbal
Range: Personal and touch
Target: You and touched objects or other touched willing creatures
Duration: Instantaneous
Saving Throw: None and Will negates (object)
Spell Resistance: No and Yes (object)

This spell instantly transports you to a designated destination but interplanar travel is not possible. You can bring along objects as long as their weight doesn’t exceed your maximum load. You may also bring one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load) or its equivalent (see below) per three caster levels. A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth. All creatures to be transported must be in contact with one another, and at least one of those creaturesmust be in contact with you. As with all spells where the range is personal and the target is you, you need not make a saving throw, nor is spell resistance applicable to you. Only objects held or in use (attended) by another person receive saving throws and spell resistance. You must have some clear idea of the location and layout of the destination. The clearer your mental image, the more likely the teleportation works. Areas of strong physical or magical energy may make teleportation more hazardous or even impossible.
Failing the concentration DC inflicts d8 damage per point the roll was missed. The DC scales with a character's concentration skill and is diminished by taking feats that increase your Spellcraft, Concentration or Conjuration school casting abilities as well as by possesing a certain amounts of casterlevels. Even experienced mages can make mistakes however and teleporting into unusual terrain has stiff risks. Teleporting to a location often will give your character a familiarity bonus to his DC check. Willing creatures are considered those who are in your party.

This spell has a material component cost of 800 gold pieces.
(Teleporting into Underground areas is exceptionally dangerous for surface characters, the reverse is true for Underdark characters)


Greater Teleport

Caster Level(s): Travel 7, Wiz / Sorc 7
School: Conjuration (Teleportation)
Components: Verbal
Range: Personal and touch
Target: You and touched objects or other touched willing creatures
Duration: Instantaneous
Saving Throw: None and Will negates (object)
Spell Resistance: No and Yes (object)

This spell instantly transports you to a designated destination but interplanar travel is not possible. You can bring along objects as long as their weight doesn’t exceed your maximum load. You may also bring one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load) or its equivalent (see below) per three caster levels. A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth. All creatures to be transported must be in contact with one another, and at least one of those creaturesmust be in contact with you. As with all spells where the range is personal and the target is you, you need not make a saving throw, nor is spell resistance applicable to you. Only objects held or in use (attended) by another person receive saving throws and spell resistance. You must have some clear idea of the location and layout of the destination. The clearer your mental image, the more likely the teleportation works. Areas of strong physical or magical energy may make teleportation more hazardous or even impossible.
Failing the concentration DC inflicts d8 damage per point the roll was missed. The DC scales with a character's concentration skill and is diminished by taking feats that increase your Spellcraft, Concentration or Conjuration school casting abilities as well as by possesing a certain amounts of casterlevels. Even experienced mages can make mistakes however and teleporting into unusual terrain has stiff risks. Teleporting to a location often will give your character a familiarity bonus to his DC check when traveling to that spot through Teleportation magic. Willing creatures are considered those who are in your party.

This spell has a material component cost of 2000 gold pieces.
(Teleporting into Underground areas is exceptionally dangerous for surface characters, the reverse is true for Underdark characters)


Word of Recall

Caster Level(s): Clr 6, Drd 8
School: Conjuration (Teleportation)
Components: Verbal
Range: personal
Target: You and touched objects or other touched willing creatures
Duration: Instantaneous
Saving Throw: None and Will negates (object)
Spell Resistance: No and Yes (object)

Word of recall teleports you instantly back to your sanctuary when the word is uttered. You can choose to designate the sanctuary by casting this spell. Once you have recalled the location must be designated again for your next use. You can be transported any distance within a plane but cannot travel between planes. You can transport, in addition to yourself, any objects you carry, as long as their weight doesn’t exceed your maximum load. You may also bring one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load) or its equivalent per three caster levels. A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth. All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you. Exceeding this limit causes the spell to fail.

An unwilling creature can’t be teleported by word of recall. Likewise, a creature’s Will save (or spell resistance) prevents items in its possession from being teleported. Unattended, nonmagical objects receive no saving throw. Willing creatures are considered those who are in your party.

This spell has a material component of 1350 gold when the recall is cast. Willing creatures are considered those who are in your party.

(There is no DC check)


Shadow Walk / Path of Shadow

Caster Level(s): Brd 5, Sor / Wiz 6, Innate level 9 Warlock [Dark]
School: Illusion (Shadow)
Components: Verbal, Somatic
Range: personal and item
Target: You and touched objects or other touched willing creatures
Duration: Instantaneous
Saving Throw: None and Will negates (object)
Spell Resistance: No and Yes (object)

To use the shadow walk spell, you must be in an area of shadowy illumination. You and any creature you touch are then transported along a coiling path of shadowstuff to the edge of the Material Plane where it borders the Plane of Shadow. The effect is largely illusory, but the path is quasi-real. You can take more than one creature along with you (subject to your level limit), but all must be touching each other.


In the region of shadow, you move at a rate of 50 miles per hour, moving normally on the borders of the Plane of Shadow but much more rapidly relative to the Material Plane. Thus, you can use this spell to travel rapidly by stepping onto the Plane of Shadow, moving the desired distance, and then stepping back onto the Material Plane.


Because of the blurring of reality between the Plane of Shadow and the Material Plane, you can’t make out details of the terrain or areas you pass over during transit, nor can you predict perfectly where your travel will end. It’s impossible to judge distances accurately, making the spell virtually useless for scouting or spying. Furthermore, when the spell effect ends, you are shunted 1d10x100 feet in a random horizontal direction from your desired endpoint. If this would place you within a solid object, you are shunted 1d10x1,000 feet in the same direction. If this would still place you within a solid object, you (and any creatures with you) are shunted to the nearest empty space available, but the strain of this activity renders each creature fatigued (no save). Shadow walk can also be used to travel to other planes that border on the Plane of Shadow, but this usage requires the transit of the Plane of Shadow to arrive at a border with another plane of reality. The transit of the Plane of Shadow requires 1d4 hours. Any creatures touched by you when shadow walk is cast also make the transition to the borders of the Plane of Shadow. Time spent in the Shadow is exceptionally dangerous, any prolonged venture there is likely to result in a confrontation of some sort with it's inhabitants. Many of the Mages who risk prolonged stays there are never heard from again.

This spell has a material component cost of 850 gold pieces. Willing creatures are considered those who are in your party.

(Shadow walking to Underground areas is exceptionally dangerous for surface characters, the reverse is true for Underdark characters. While in the shadow plane you must roll a search check to determine the DC of exiting at the appropriate location)


Dimensional Anchor

Caster Level(s): Clr 4, Wiz / Sorc 4
School: Abjuration
Components: Verbal
Range: Medium
Target: One creature
Target Duration: 1 minute / Casterlevel
Saving Throw: No
Spell Resistance: Yes

A green ray springs from your outstretched hand. You must succeed in a ranged touch attack to hit the target. If hit, the target struck by the ray is covered with a shimmering emerald field that completely blocks extradimensional travel. Forms of movement that are barred by a dimensional anchor include astral projection, blink, dimension door, ethereal jaunt, etherealness, gate, maze, plane shift, shadow walk, teleport, and similar spell-like effects or psionic abilities. The spell also prevents the use of a gate or teleportation circle. A dimensional anchor does not interfere with the movement of creatures already in ethereal or astral form when the spell is cast, nor does it block extradimensional perception or attack forms. Also, a dimensional anchor does not prevent summoned creatures from returning to their native plane at the end of a summoning spell.


Dimensional Lock

Caster Level(s): Clr 8, Wiz / Sorc 8
School: Abjuration
Components: Verbal, Somatic
Range: Medium
Target: Area wide
Duration: 1 minute / Casterlevel
Saving Throw: No
Spell Resistance: Yes

You create a shimmering emerald barrier that completely blocks extradimensional travel into and from the entire area. Creatures that enter the dimension lock itself are struck with effects as per the spell Dimensional Anchor (which may outlast the lock itself). Forms of movement that are barred include astral projection, blink, dimension door, ethereal jaunt, etherealness, gate, maze, plane shift, shadow walk, teleport, and similar spell-like or psionic abilities. Once a dimensional lock is in place extradimensional travel into or out of the area is not possible. A dimensional lock does not interfere with the movement of creatures already in ethereal or astral form when the spell is cast, nor does it block extradimensional perception or attack forms. Also, the spell does not prevent summoned creatures from disappearing at the end of a summoning spell.


Trace Teleport

Caster Level: Sor/Wiz 4, Travel 4
School: Divination
Components: Verbal
Range: Spread with a radius of 25 ft. + 5 ft./2 levels, centered on you
Target: Personal
Duration: Instantaneous
Saving Throw: n/a
Spell Resistance: n/a

You can trace the destination of any psionic or magical teleportation done by others within this spell's area of effect as long as there is an imprint upon the weave to detect. The traceble imprint of a spell depends upon its spell level. A regular Teleport(5) will leave a trail for 7.5, Greater teleport(7) for 15 and Gate(9) for 25 minutes. You know the direction and distance the individuals traveled and can teleport to the location yourself. This spell inscribes the destination of the traced teleport into an empty rune if the caster has one. If none is available only approximate directions are given.



Spells curtesy of Rasael, testing by the Quality Control Team.