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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 ...


32

Scenario 1, a bag of holding into a portable hole: No. When the bag of holding is placed into the portable hole, a gate is opened and the two items are sucked into it and forever lost. Essentially, they consume each other. There is no mention of anything else getting sucked into the gate or if the gate allows other creatures and objects travel to the astral ...


16

The easiest way would be to scry on your target. Simple cast a scrying spell, and you can see the area immediately around the subject. Since you can see the area, it counts as "studied carefully" for the purposes of Teleport, which makes it pretty easy to get there. Since you're familiar with them, they get a -5 to the will save, assuming they don't want ...


11

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.


10

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 ...


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.


8

First off, I'll say that I think Ruut's answer is pretty comprehensive and mostly accurate, and I would post this as a comment but it's too long to do that sensibly. If I came across this situation, I'd house-rule it depending on whether or not I'm OK with the players pulling something like this because it's not black and white. I'd be inclined to allow it ...


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

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

As gregory says, Scrying may be your best option. However, it allows the person you are trying to track a will save, in which case the spell fails, and can't be used again for 24 hours. Furthermore, the target gains a +5 bonus assuming you have never seen the person before, and the spell requires an expensive focus. If the person you are finding is high ...


6

One casting of Forest Eyes You cast the spell Forest eyes (3rd level Druid spell) which allows you to see through the plant you're touching to the plant you want to move to at your destination. Using that plant you can observe the area you want to teleport to regardless of distance for as long as you want. Once you're able to cast Forest eyes ( It's a third ...


6

Two Plane Shifts and a Shadow Walk. Unlike Teleport, Plane Shift doesn't need a precise destination. You simply pick a spot on the plane, and you appear within 500 miles of that location. Since it only takes a standard action to cast, you can easily cast it once to go to the Astral Plane, and then immediately cast it again to go back to the Material, ...


6

Maybe The 9th-level Sor/Wiz spell teleportation circle [conj] (PH 293) says that You create a circle on the floor or other horizontal surface that teleports, as greater teleport, any creature who stands on it to a designated spot. But it's the DM's decision both how one goes about designating and what, exactly, is a spot. Here are some choices: ...


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 ...


6

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

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 ...


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 ...


4

Since 'movement' is defined as leaving one square and entering another, our group has interpreted teleporting as moving one square. You left the square you were in, and entered the destination square, without moving from or into any squares in between. So we aren't applying the -5. Personally, if I were the DM, and someone teleported to a good hiding spot, ...


4

RAW they do have to reroll stealth since they did move more than 2 squares. The character may never have passed the open room, but you can explain the -5 stealth check as noise associated with the teleport.


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 ...


3

The spell affects all teleportation effects with their destinations inside the spell's area, including teleportation effects used by nearby creatures and allies The 3rd-level spell anticipate teleportation [abjur] (SpC 13) et al. says that The subject of the spell is surrounded with an invisible aura that anticipates and delays the teleportation of any ...


3

Lacking a system tag to guide an answer to a specific system, I'll list a few ways I've seen this handled, both in canon and by GM decisions. Many fantasy worlds aren't hurtling through space. Many Dungeons-and-Dragons campaign settings either have edges (nearly-flat worlds) or are the centers of their universe (the sun revolves around the Earth). ...


3

Use Scrying to get a view of the surroundings of the NPC you know. It's a level 3-5 spell that lets you view a creature's surroundings if it fails at a Will save. The more you know about the creature the harder the save is. This will give you knowledge of a location to which to teleport.


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

Joshua Aslan Smith makes a number of completely reasonable assumptions in his answer, but I think it's important note that they are in fact assumptions. Any Teleport You Make I'm not inclined to assume this means that you are the one that must teleport. That would be totally reasonable, but I can't say for sure that it's the case. I mean, if I teleport ...


3

Neither of the two items work Eladrin Boots would not work as it stipulates any teleport the character makes, restricting its bonus to teleportation of the PC. Gloves of Dimensional Repulsion is trickier because its written poorly (a lot of items in the Adventurers Vault fail to live up to the rest of 4e in terms of using the accepted terms). The phrase ...


2

The immediate action rules do not really specify limitations on when you can activate them; you can activate them at any time that you are not flat-footed and have the appropriate actions available. If I jaunt in response to him actually shooting the arrow (meaning release of the bow-string, or the moment after he has completed targetting), does my ...


2

For that exact situation, you don't want to use rules to stop them teleporting. They will find some way around it. But what was the boss doing while they teleported back, waited until sunset, slept and prepared spells. Was he building more traps in his lair? Was he burning down a town, thus leading to the King being angry with the players and thus giving ...


2

The 8th level Wizard spell Discern Location will do it if you have the resources. I did not see enough info on party resources.



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