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Aellea Profile
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Registered: 05-2015
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Magical transport (teleportation spells)


Tower of Isolation / Transport of the Damned
lets you travel to a settlement (and back).

Is this a 2-way travel? As in: jump to settlement, spend some time there, go back to the same dungeon / go back to 'a' dungeon starting new adventure?

Or is it just 1-way per 11 points of Power spent?
If so, how do you determine Wizard's power if in a settlement?
22/May/2015, 5:50 pm Link to this post Send Email to Aellea   Send PM to Aellea Blog
 
OldWarrior Profile
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Re: Magical transport (teleportation spells)


The (and back) part of both of those spells' descriptions I think answer your question. One casting -- paying once for the spell's casting cost -- gains a two-way trip as the effect.

Since there is nothing in the RolePlay Book about rolling for power and using that power to cast spells while outside of an Adventure, I think it is safe to say that these spells were intended to be cast only in the Adventure.

As to how long the stay in a settlement may last as a result of this, that is a tricky one to answer, especially in the case that the other Warriors are left in the Adventure while the Wizard conducts business in the settlement.

I like to go with the simple approach of saying that this is magic and it overrules time. So, in the case that the Wizard visits the settlement while the others are still in the Adventure, I think it will seem to the Warriors as though the Wizard just left when the next moment he arrives back in the dungeon from the very spot where he disappeared from view.

Similarly, I think that when all the Warriors make such a magical trip (assuming they survive it!), they can return to the Adventure exactly where they left it, even if they were in the middle of a combat when they left. If they left at the end of the Warrior Phase, then they return at the same point in the turn.

If the creators of the game intended for the spell to be more complicated for gameplay than this, I think they would have at least made some mention of how this interruption would affect the Adventure, and anything happening in the dungeon at that time.

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22/May/2015, 6:07 pm Link to this post Send Email to OldWarrior   Send PM to OldWarrior Blog
 
Edquest Profile
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Re: Magical transport (teleportation spells)


my books are not to hand, but if I recall correctly, is it not the closest settlement?

if so this means typically a village (assuming you're not doing some kind of created adventure under Middenheim or similar)

makes this spell much less useful, unless you just really fancy a sandwich! (provisions)

---
most of my posts may run into essay length. I find that for a lot of queries/feedback context is important and that is why this happens more often than not.

have a great day :D
23/May/2015, 4:01 am Link to this post Send Email to Edquest   Send PM to Edquest Blog
 
OldWarrior Profile
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God
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Re: Magical transport (teleportation spells)


quote:

Edquest wrote:

my books are not to hand, but if I recall correctly, is it not the closest settlement?

if so this means typically a village (assuming you're not doing some kind of created adventure under Middenheim or similar)

makes this spell much less useful, unless you just really fancy a sandwich! (provisions)



Aha! Yes, they do say nearest settlement. It is hard to say if they meant that literally or figuratively. I think they just meant it as a conversation way of describing the spell. Certainly, the nearest settlement could be a city -- depending on which Hazards are rolled while travelling. emoticon

Perhaps they intended at some point to give guidelines for travelling to actual named settlements in the Warhammer World, in which case nearest settlement would have much more meaning, depending on where the dungeon is located on the map.

IF they meant to limit these spells only to quick trips to villages, I think they would have said so more plainly. I DO wish they would have made some sort of statement about what could be done while there, or how long the Wizard/Warriors could stay at the settlement.

---
Old Warrior

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23/May/2015, 4:17 am Link to this post Send Email to OldWarrior   Send PM to OldWarrior Blog
 
Aellea Profile
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Re: Magical transport (teleportation spells)


Yes, that's the impression I had as well. Just use the spell for a quick 're-provisioning' and maybe recharging. There-and-back in one turn, before the Power dice kills your magic emoticon

We do use a map for travels, so it is easy to pick the nearest settlement.

Thanks for your input everyone.

My spells are done (translated and printed). No to the treasure cards... *sight*
23/May/2015, 5:18 am Link to this post Send Email to Aellea   Send PM to Aellea Blog
 
Questicus Profile
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Re: Magical transport (teleportation spells)


Hello Ladies and Gentlemen, this is my first reply here.

I did not want to make a new thread with a similar question already on the front page so I ask everyone here who plays the game, how do you play the tower of isolation and the transport of the damned spells that take you from the dungeon?

The spell says it allows the Wizard to leave the dungeon and come back at any time.

Would you say the Wizard can just up and leave the dungeon as far as the other warriors are concerned? Maybe if the going gets tough the Wizard can live to fight another adventure leaving his friends to die?

Personally I suspect this could be the case considering its cost, i cannot for the life of me think of any advantage of going to a settlement, especially if the Wizard has power 11 to burn (must be relatively high BL to likely even get the spell, let alone use it) if he was also forced to return but hence, why I put "allow" in bold, perhaps he can choose not to?

Thank you for any replies emoticon , I know people probably go with the approach they enjoy in the game but what does everyone here do?

1/Mar/2017, 5:31 pm Link to this post Send Email to Questicus   Send PM to Questicus Blog
 


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