[spell request] flight and teleportation
wendigo
Member Posts: 46
Both spells are at high levels, then there is the suggestion for BG2 too.
1 - spell "teleportation" facilitate the movement (without losing consecutive days) between distant locations.
edited: Dimensional Lock (another high-level spell that prevents teleportation within a certain area) would resolve any plot issues with this spell. the question is to facilitate the transport of long distance without losing playing time. when cast magic, the world map will be shown and you can teleport to areas that already have been.
2 - spell "flight": a favorite for mage spells. would probably be difficult in the current engine, but it gets the request. with it, the magician would be less subject to death and could be attacking from the top without being subject to attacks from melee.
ps: theoretically, the dragons should be most difficult to kill, because if they were dying, just would fly away. lol. but I know the possible difficulties in implementing the magic engine in flight. not hurt to try. lol.
1 - spell "teleportation" facilitate the movement (without losing consecutive days) between distant locations.
edited: Dimensional Lock (another high-level spell that prevents teleportation within a certain area) would resolve any plot issues with this spell. the question is to facilitate the transport of long distance without losing playing time. when cast magic, the world map will be shown and you can teleport to areas that already have been.
2 - spell "flight": a favorite for mage spells. would probably be difficult in the current engine, but it gets the request. with it, the magician would be less subject to death and could be attacking from the top without being subject to attacks from melee.
ps: theoretically, the dragons should be most difficult to kill, because if they were dying, just would fly away. lol. but I know the possible difficulties in implementing the magic engine in flight. not hurt to try. lol.
Post edited by wendigo on
2
Comments
2 - Well for me, Baldur's Gate just isn't a game for flying. You still can get high nevertheless, if you know what i mean
The flight thing just sounds wierd to me.
2-would be realistic if there was magic flight, but the flight realy can cause some throuble. but it costs nothing to dream. lol. maybe a BG3? ^^
It wouldn't be entirely unreasonable for these spells to fail when teleporting in or out of the underdark/sahuagin city since there is a lot of rock in the way. Similarly in spell hold such spells would certainly be dampened and on Ice Island it's impossible due to anomalies in the weave or something.
On the otherhand finding scrolls to do it might be more difficult and its perfedtly reasonable that they're too rare for us to stumble across.
@ kore, I remember this issue of icy island. n remember why not operate inside out (after all, who got caught is because the island gets used teleportation). I do not think there has influenced tons of rocks or you're wet (already played tabletop RPG). also do not remember a spell of teleportation to be rare in "forgotten realms". this is something that someone else inside the history of the scenario could respond.
Suggested Implementation:
When you cast "Teleport", you are immediately shown the world map, allowing you to travel to any location you have previously visited. This does not allow you to travel to places you have never visited, nor does it allow you to travel away from a location if you do not know where it is - for example, you couldn't teleport out of the Underdark because you don't know, geographically, where your starting point is.
Otherwise, the spell works just like traveling normally, except that the travel time is always "0 hours".
That said, I would certainly say that the Candlekeep Catacombs - and anywhere in Candlekeep, for that matter - should be under the effects of Dimensional Lock, the better to prevent book-thieves from escaping.
Add a spell "focus" to the spell, so that in order to cast it you have to have a Rogue Stone in your inventory. Whether or not the spell should consume the gem in the process, I don't have an answer to; but that would be a nice RP-centric limiting factor.
I don't think "teleport" would be an important spell to implement. Why?
The first reason is necessity, which I don't think exists. In terms of being above-ground, there is already instant travel from the edge of any area. With that in mind, I'm assuming that you're thinking about teleporting from within a dungeon, yes?
Excluding Candlekeep (as @aosaw suggested), that leaves only a few dungeons with more than one level: Durlag's Tower, Nashkel Mines & Cloakwood Mines. Any other dungeon I would consider minor, which really doesn't justify a powerful teleportation spell.
The second reason comes about because of the dungeons themselves; Baldur's Gate is special as a game because it's not all dungeon-crawling, hack-n-slash Diablo-esque gameplay. The dungeons are few and far between, but when you get to them and really get in them, you start feeling some really powerful immersive emotions: fear, excitement, dread, exhaustion. The further you travel into a dungeon, espeically without knowing how far or deep it goes, the more you doubt you'll be able to carry your equipment, the more you think that you won't get out alive, etc, etc. Introducing a "get out of jail free" teleportation spell (a la Scroll of Town Portal from Diablo) completely negates that feeling.
I think a spell with that capability has an important place in a neverending dungeon crawler like Torchlight or Diablo, but not in BG.
For the most part, it's a convenience thing - you cast the spell so that you don't have to walk to the edge of the map, or because you want to get to your destination at the same time of day, or because you don't want to increase the length of your adventure (in terms of game-world time, not real-time).
So it's a high-level spell that mostly serves to expedite gameplay at a point where you might want it. I think it would be a neat thing to have as well, for the purposes of showing how powerful you've become.
Granted, I don't know how important this feature is, or that it's even necessary. I do think it would be fun from an RP perspective, which is good enough for me.
Set the casting time to be long enough to make it not an ideal choice during combat, and call it good.
In my opinion it would be much better suited to an 8th level slot; generally 8th level spells aren't available until after the underdark anyway, which would make it available for Watcher's keep, and jetting around all the previously-visited areas.
Good insight!
The spell's not powerful enough to warrant an 8th-level spell slot, though. In PnP the spell is level 6, and I think that's probably high enough considering what the spell does.
@aosaw, i agreen when you says "complicated to design" and its not so important. the reason is just aprimorate the game and make more realistic. but, i agree is dispensable.
but if implemented, lvl6 is enough.
the idea is also do waht @kamuizin say. old gamers whants teleportation to facilites theirs lives... lol