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33

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

Teleporting away is a method of escaping. Though it is not taking the escape action. A grabbed creature can take the escape action to try to get away. Other common tactics for escaping a grab are to teleport away or to be pulled, pushed, or slid out of the grabber’s reach. Using forced movement on the grabber can also end a grab, as long as the movement ...


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 ...


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 ...


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 ...


7

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

Having teleportation circles in midair is plausible. The players might not be able to do it themselves, but don't let that stop you from creating ones for Plot. The 4e books aren't 100% clear on what a teleportation circle is, beyond a bunch of writing in a ring. From the Manual of the Planes, p19: A teleportation circle is a ring of sigils and glyphs ...


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: ...


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.


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

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 ...


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

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 ...


2

Teleportation is movement, as shown in your second quoted blurb. Teleportation is not blocked by certain things that block normal movement, but power effects may still block it. Magic Circle is an effect that blocks movement for some creatures. Magic circle does not specify any particular vulnerabilities regarding teleportation. Magic circle thus blocks ...


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 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

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


1

The target of the spell anticipate teleportation delays itself if it uses a teleportation effect An emanation affects the subject of the emanation as if he were within the emanation's area. The 3rd-level Sor/Wiz spell anticipate teleportation [abjur] (SpC 13) et al. doesn't say otherwise. The Area entry of the spell anticipate teleportation uses language ...



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