Hot answers tagged teleportation
41
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 + ...
27
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 ...
19
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.
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, ...
12
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 ...
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
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.
11
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 ...
11
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 ...
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.
...
11
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, ...
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
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 ...
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 ...
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 ...
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
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 ...
7
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" ...
7
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.
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 ...
6
Seems similar to the same discussion about the Bag of Holding.
The description for that item simply reads pounds of weight and does not specify objects.
I'd say you answered your own question, that objects implies non-living things. Otherwise it might have read anything.
6
Note that if you preserve momentum you get the Near-C rock issue with the spell.
The Near-C issue arises from the game Traveller where if you jump your velocity and vector are preserved. The problem comes if you accelerate a asteroid starship to near light speed and then jump to a target planet with the exit vector aligned to the planet. When the starship ...
6
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 ...
5
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).
4
Regarding resolving the attacks sequentially to pile up the targets: I believe it falls into a gray area where it depends on whether or not the target falls as part of resolving the attack.
To quote an answer from @PatLudwig:
The attack sequence if multiple
targets are involved is on pg214 of
the Rules Compendium. Simplified it
is:
chose ...
4
Since the trigger in this case is off a target's death, the answer is before the death occurs.
The Hit line takes effect all at once. Resolve the attack, then deal with the consequences. (You could actually infer from the color text in this case that the damage is caused by the teleport, but either way both damage and teleport happen together before ...
4
Is it even safe to teleport a bomb? Most teleportation messes with time and space. If it is a timed bomb, it could explode on the way. If the bomb is radio-triggered, it could also explode on the way as it could receive many waves at different frequencies during transit.
My science is quite rusty, but I wouldn't bet on it being safe to teleport a bomb.
3
Indeterminate.
As Erik Burigo points out in his answer, there is no rule that denies it. There is also no rule to confirm it. There is simply too little information.
Argument from Formulation
The primary objection relies upon the idea that, if it is specifically mentioned what you can do with an ability, this simultaneously reveals what you cannot. ...
3
It's not forced movement, but per the Player's Handbook errata, trying to teleport creatures into dangerous terrain or to a spot where they will fall gives them an immediate saving throw to avoid the teleport.
Teleportation
Page 286: Replace the text for the Destination entry
and the Immobilized entry. This change addresses
what happens when a ...
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