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51

Spells A fair number of spells prevent teleportation; a wizard will struggle to gain access to some of them, but the skill Use Magic Device and a wand or staff will solve that. The 4th-level Sor/Wiz spell dimensional anchor [abjur] (PH 221) for 1 min./level prevents 1 creature from using any extradimensional movement if a ranged touch attack succeeds ...


49

I should have been more thorough in my research. The following comes from the Falling Section of d20pfsrd.com: A character cannot cast a spell while falling, unless the fall is greater than 500 feet or the spell is an immediate action, such as feather fall. Casting a spell while falling requires a concentration check with a DC equal to 20 + ...


30

Two reasons. First, the various horrors and Things Man is Not Meant to Know that populate the universe in a Lovecraft Mythos game are not organised enough (against us, at least) to pull this kind of thing off as a regular tactic—if they were, the world would already be consumed, enslaved, or worse. Since we're playing a game where we investigate and try to ...


21

No. But there is a way to do it using magic items and the destination point. Have a magic item like Safewing Amulet - lets you land on your feet when falling. Then Teleport to 10 feet above ground. Tada! Standing from a teleport. Using any combination like this works nicely.


21

No. Rules Compendium page 213: If a prone creature teleports, it arrives in the destination square still prone.


20

No. From the compendium: Forced Movement Movement that a creature is compelled to do, specifically a pull, a push, or a slide. A creature can be moved in other ways, such as through teleportation, but only pulls, pushes, and slides are technically forced movement.


18

Yes, if the creature is trained in Acrobatics. It's because of this Acrobatics ability: REDUCE FALLING DAMAGE (Trained only) If a creature that has training in Acrobatics falls, it can make an Acrobatics check to reduce the amount of falling damage it takes. The creature can make this check whether or not the fall is intentional. Action: ...


15

You might need to have a talk with your DM. Ask him why he keeps using these kinds of monsters. Remind him that you are here to kill things and take their stuff. :) This kind of tactic, used right, could be an interesting twist in the game. Having to track down and finally kill an annoying bad guy is very rewarding. If every critter does it, it loses ...


14

Yes. From the compendium: Teleportation *Irrelevant rules snipped* If arriving in the destination space would cause the target to fall or if that space is hindering terrain, the target can immediately make a saving throw. On a save, the teleportation is negated. Otherwise, the target arrives in the destination space. Afterwards, normal rules ...


14

Teleportation is a type of movement that just has some special rules attached. All movement powers allow you to move any distance up to the number that follows the power, unless something relevant says otherwise. Teleportation's generic rules don't require that the entire movement value be used, and neither does your Swordmage's power. So yes, it's a range, ...


13

I've attempted here to find some of the lowest level stuff that will do what you want, here's a couple of suggestions: Dimensional Warding - Swordmage Utility 6 - Daily It's a close burst 2 arcane/stance/zone that prevents teleport in or out. Dimensional Warding compendium entry Forbiddance Bolt - Level 9 Ammunition +2 ammunition that prevents ...


12

Yes, but they get a saving throw. Teleporting them in the air counts as teleporting them into potentially damaging terrain, therefore they get a save. A successful save negates the teleport. Hindering Terrain: A type of terrain that hinders creatures, usually by damaging them. Examples: Pits, lava, and deep water. A creature can make a saving throw ...


12

Yes, though there are some interesting possibilities here First we begin with the Astral plane's traits: Subjective directional gravity. Timeless. Age, hunger, thirst, poison, and natural healing don’t function in the Astral Plane, though they resume functioning when the traveler leaves the Astral Plane. Mildly neutral-aligned. Enhanced magic. ...


12

Here's how I would rule this as a DM: Dimension Door is classified as a teleportation effect. According to the rules on teleportation effects, they are "...instantaneous travel through the Astral Plane." The Astral plane has subjective directional gravity. This is where I would say that the spell bleeds the momentum from movement into. Although normal ...


12

Your best bet is a Feyslaughter Weapon: Feyslaughter weapon Level: 14 Property: When you hit a creature with this weapon, that creature cannot teleport until the end of your next turn. Other Items: Forbidding Weapon or Anchoring Armor or Dimensional Anchor Powers: Entangling Force (Wizard 13) or Moon Wrath Search DDI for "Can not teleport" ...


12

No, a blind creature cannot teleport another creature (or itself). This question largely duplicates a previous question. Does teleportation require line of sight? The blindedDDI condition does state that you cannot see any target.


12

From the Rules Compendium, page 212: No Opportunity Actions Triggered: When a target is pulled, pushed, or slid, it does not trigger opportunity actions, such as opportunity attacks, that are triggered by movement. From the Rules Compendium, page 214: No Opportunity Actions Triggered: When a target teleports, it doesn't provoke opportunity actions, ...


11

In almost all cases, teleportation is strictly better than an equivalent amount of movement. This is why teleportation usually shows up at lower numbers than movement for any given power/action type. Most of the advantages of teleportation are from the fact that teleporting moves you from the start to the end without touching any of the squares in between. ...


10

Normal teleportation requires line of sight. So if you can break line of sight from a valid target space, you can prevent teleporation. Some tactics and methods to accomplish that: make them blind. tactically use walls (like a Wall of Fire) to "box them in". immobilize them in a zone like that blocks line of sight (like Stinking Cloud).


10

No Though it is not explicitly called out, there is a preponderance of wording that suggests you must chose a destination space other than the current one. Teleportation[ddi] ... A teleportation power transports creatures or objects instantaneously from one location to another. From one location to another. Strike 1 - Seems to exclude the same ...


10

Here's why these kinds of attacks don't happen more often: Unless they are specific to the plot and you're interested in investigating this kind of attack, they are incredibly uninteresting and often don't suit the kinds of villains we tend to use in RPGs. Let's handle the second one. Most RPG villains (hell most villains in general) are egoists and enjoy ...


10

Depending on how many can cast teleportation, all the party need to be touching to teleport away. One suggestion would be to have him divide the party as they enter the cave preventing them all from being within touch range of each other.


9

It's possible the DM is just enjoying a power trip, in which case there's nothing you can do to fix this situation at the technical level. As other answers suggest, you need to sit down with your DM and figure out why this is happening at the social level. But that aside... Let the DM teleport his monsters away. You get full XP for these encounters. You ...


9

Teleportation ends grabs. According to PHB page 286: If you were immobilized because of a physical effect, such as a creature grabbing you, you can teleport away and are no longer immobilized or restrained, if applicable. I guess you could say they didn't teleport "away" since they were still in the burst. However I'd say "away" means "out of the ...


9

Yes, Nightcrawler can escape from the webs by teleporting. Binding only prevents Move, Change Posture, and facing changes. It doesn't prevent anything that it doesn't mention: it doesn't prevent attacking from inside the webs, seeing out, or using powers such as Warp.


9

The restriction on the 7th-level Sor/Wiz spell greater teleport [conj] (Player's Handbook 293) is that you must have at least a reliable description of the place to which you are teleporting (such as a detailed description from someone else or a particularly precise map). If you attempt to teleport with insufficient information (or with misleading ...


8

Teleportation doesn't always end the grab Under Teleportaion in the compendium: Immobilized or Restrained: Being immobilized or restrained doesn’t prevent a target from teleporting. If a target teleports away from a physical restraint, a monster’s grasp, or some other immobilizing effect that is located in a specific space, the target is no longer ...


8

Teleportation does not automatically end a grab. The Grabbed condition on DDI currently reads (in full): While a creature is grabbed, it is immobilized. Maintaining this condition on the creature occupies whatever appendage, object, or effect the grabber used to initiate the grab. This condition ends immediately on the creature if the ...


8

Yes, you can. The boots state that you use them exactly as if you had used the spell teleportation. That means you gain all effects of the spell, exactly as if you had cast it on yourself, including the ability to take people with you. As for how many people you can take, the spell allows for one medium creature (or lower) per three caster levels. If we ...


7

There is one great explanation for why it doesn't happen in Call of Cthulhu in particular and one great explanation for narratively why it doesn't happen that often. But you asked the question regarding any game system where teleporting is feasible, and seem to want an in universe answer. That is a bit hard since each universe is a bit different, but I can ...



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