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44

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 ...


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 ...


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: ...


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.


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 ...


7

To create the effect of the Dahaka in your plot, there are two basic elements you need: the creature must be unstoppable (but escapable) until X happens, and then defeatable with X. And for this to work, the most crucial point is that the party must know that. Knowing they can't win, they'll run and look for a way to win. If they believe they might win, ...


7

In 4E, teleports require line of sight, but do not require line of effect. You could teleport through a glass window, no problem. So, in general, if a power gives you line of sight where otherwise you would not have it, the answer is "yes, you can teleport there". That is provided the distance teleported from your location does not exceed normal ...


6

No, the items give you (the “character wearing this footwear”) the effect of teleportation as if you had cast it (read: you “may teleport,” which is a summary of teleportation’s effect), but only you. They do not give you the ability to cast it as if it were the spell (i.e. choose the targeting yourself).


6

You can only bring a grabbed ally along when you teleport if you have teleportation as a movement speed, not if you use a power to teleport. From the Rules Compendium, p244 (emphasis mine): Move a Grabbed Target Action: Standard action Strength Check: The creature makes a Strength check opposed by the Fortitude of the target it is grabbing. The ...


5

An NPC with vast resources should cover (almost) all of his warded area with Forbiddance. (Cleric 6). We can assume the wizard either has a cleric on staff or can hire one (either through services or money), and nothing says "go away" than random enemies taking 12d6 damage every couple hundred feet. Forbiddance's important sentence reads: Forbiddance ...


5

SevenSide Die response is correct except in one respect. The character may still be bound after using the Warp. It depends on how the power is set up. One characteristic of the binding attack is that it can be destroyed by an external force so the referee will have to use his common sense in adjudicating this with the Warp power. But to reiterate, sans ...


5

At level 15, you get access to the Create Teleportation Circle ritual or by GM fiat or by buying a scroll of this ritual: You create a teleportation circle with a unique sequence of magic sigils, which you and other ritual casters can useas a location marker for rituals such as Linked Portal and Planar Portal. The teleportation circle does not transport ...


4

The wizard's cave could be a demiplane. With the Teleport spell, interplanar travel is impossible. This leaves the possibility to Plane Shift, but I don't suppose 10th level characters regularly prepare the spell, especially that it requires specific focus, not part of the components pouch. Also, I'd let the players know they enter another plane. For ...


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.


4

The hallow/unhallow spell comes with a one-year lasting effect the caster needs to choose from a list. Dimensional anchor is amongst the options, allowing the caster to block teleportation of everyone that's not of his own faith, as long as they stay inside the hallow/unhallow radius. Add physical barriers to avoid people just walking out of the area and you ...


3

Introduce the Opponent Early You needn't adjust your game world to make this happen. Restricting teleportation countermeasures leads to a host of higher-level implications with which the campaign must struggle later. Thus, rather than potentially injuring your campaign's verisimilitude by limiting teleportation countermeasures at mid-levels when they become ...


3

Regardless of what the exact rules state I think that in general I have simply have the teleporting person, object etc, arrive with no kinetic energy relative to the location teleported to. It does allow a quickened teleport to save a falling person but eliminates a lot of other problems, like using a permanent to create infinite energy, and determining ...



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