Teleport everything in a large zone; or teleport all living things and make a lot of equipment disappear

Imagine a traveling party of about 30 people, animals, wagons, and a bunch of equipment (e.g. think traveling theater). I’m trying to come up with a way for a devilish entity to teleport all of that away (on the same plane); or alternatively, teleport everybody and their animals, and then make all of their things disappear. The kidnapping happens in the night, while everybody is sleeping. A few constraints, for my scenario idea to work:

  • It needs to happen relatively discreetly, people a few hundred meters away shouldn’t notice that anything is happening (it can’t do too much noise, setting everything on fire is not an option);
  • It should leave no obvious trace; people who would look at the scene afterwards could fine clues, but nothing too obvious.
  • It should be compatible with the powers of a spellcaster devil of CR level between 9 and 11; maybe with a significant preparation time and resource consumption (burning scrolls, etc.), as well as assistance from a few minions.

Existing spells seem ill-suited for this, teleporting unwilling people is hard and requires high-level spells. But maybe there’s a creative way to do this e.g. with mind control, or minions with the right skillset?

How does a shadow monk teleport into magical darkness if they don’t have line of sight to a square inside of it?

There was a question similar to this question posted here. Where the jist of the question was asked what use does a Shadow Monk have for casting Darkness if they can’t see through it.

My question is along the same route but slightly different. The spell darkness states that creatures with darkvision cannot see through it. Which negates elves and other creatures, including those helped by the spell darkvision.

The problem I have is that Shadow Step, an ability gained by a level 6 shadow monk, states that you can teleport up to 60 feet to an unoccupied space you can see covered in either dim light or darkness.

But if darkvision from creature abilities and the spell darkvision don’t allow one to see through magical darkness. Then is it even possible for a Shadow Monk to use the darkness spell as an “exit” portal?

User RS Conley suggests in one of the answers that it is possible to do exactly this.

Another use of darkness for a shadow monk is as a destination point. If there a nearby location in shadows the monk can use the darkness to establish a point up to 75 feet away (60 feet plus the 15 foot radius) where he can teleport into with line of sight block. The following round drop concentration and proceed on with the rest of the plan.

My question is, if this is possible, how? I just had a discussion with my DM about this and he believes that the only way is if the rules were bent allowing only the spell darkvision to pierce magical darkness. Which while this does solve my problem, it creates more issues and I don’t like it when my ideas only work with DM leniency.

Is there any way to throw your weapon and then teleport to its position?

I’m building a bladesinger who dual-wields scimitars. I’m taking 3 levels in Eldritch Knight for the ability to throw them and teleport them back.

Is there any race, feat, enchantment, anything, which allows you to teleport to the space where your weapon is (if it’s not locked in a tiny chest or something), preferably appearing with it in your hand?

How could I make a Character use a device such as a magic sword after a teleport or dash?

First and foremost if you didn’t get it from the question this is talking about Mutants and Masterminds. and its a question about character building. Im not sure how to tell but I think its second edition. all I know its it isnt the one that splits Dex into three separate stats

I would like to know the appropriate Powers to make a character both Dash a set distance and attack with his magic sword which is a 3 point device As a regular equipment point sword doesnt have powers. or teleport and Use the magic sword.

the character also needs to be able to use the magic sword for normal non-teleport attacks and the Dash or teleport needs to be expandable to allow for the addition of other powers later such as a Explosion or trip

“A.I.” controlling left paddle makes it teleport along the y axis. (Python)

Is there any way to make the paddle on the left not jump? My “A.I.” on the left makes the y coordinate of the left paddle change at every horizontal impact, so it makes the paddle jump. Is there any way to make the paddle move towards the point, and not jump to it? Here it is:

 import turtle import time import random  sc = turtle.Screen() sc.bgcolor("black") sc.reset()  sc.screensize(1000,560) sc.tracer(0)  # Creation des mannettes  mannette1 = turtle.Turtle() mannette1.pu() mannette1.shape("square") mannette1.shapesize(10,1) mannette1.color("white") mannette1.setx(940)  mannette2 = turtle.Turtle() mannette2.pu() mannette2.shape("square") mannette2.shapesize(10,1) mannette2.color("white") mannette2.setx(-947)  # Creation de la balle  balle = turtle.Turtle() balle.pu() balle.shape("circle") balle.color("white")  # Fonctions et definitions  movx = 2 movy = 0  # Jeu  while True:      sc.update()      # Ordinateur #1      rand1 = random.randrange(-14,14)     rand3 = random.uniform(-10,10)     mannette1_velocity = rand1/80      mannette1.sety(balle.ycor())      if mannette1.ycor() > 405:         mannette1.sety(404)      if mannette1.ycor() < -395:         mannette1.sety(-394)      # Ordinateur #2      rand2 = random.randrange(-14,14)     mannette2_velocity = rand2/80      dist = (balle.xcor()+940)/rand3      mannette2.sety(balle.ycor()-dist)      if mannette2.ycor() > 405:         mannette2.sety(404)      if mannette2.ycor() < -395:         mannette2.sety(-394)      # Mouvement de la balle      yvel = balle.ycor()+movy     xvel = balle.xcor()+movx     balle.sety(yvel)     balle.setx(xvel)      # Rebondissement de la balle: Plafond et Plancher      if balle.ycor() > 495:         balle.sety(495)         movy = movy*-1      if balle.ycor() < -490:         balle.sety(-490)         movy = movy*-1      # Mannette out of bounds verification      if mannette1.xcor() != 940:         mannette1.setx(940)     if mannette2.xcor() != -947:         mannette2.setx(-947)      # Courbure de la balle: Mannette1      if mannette1_velocity != 0:         if balle.xcor() > 920 and balle.xcor() < 935 and balle.ycor() < mannette1.ycor()+110 and balle.ycor() > mannette1.ycor()-110:             balle.setx(920)             movx = movx * -1             rand3 = random.uniform(-10,10)             # Pour que la balle va dans la direction du "velocity" de la mannette.              if mannette1_velocity < 0:                 movy = -1             if mannette1_velocity > 0:                 movy = 1              while not (balle.xcor() < -927 and balle.xcor() > -935 and balle.ycor() < mannette2.ycor()+1100 and balle.ycor() > mannette2.ycor()-1100):                 time.sleep(0.00000005)                 sc.update()                  # Ordinateur                  dist = (balle.xcor()+940)/rand3                  mannette2.sety(balle.ycor()-dist)                  if mannette2.ycor() > 405:                     mannette2.sety(404)                  if mannette2.ycor() < -395:                     mannette2.sety(-394)                  if mannette1.ycor() < 405 and mannette2.ycor() > -395:                     mannette1.sety(balle.ycor())                  if mannette1.ycor() > 405:                     mannette1.sety(404)                  if mannette1.ycor() < -395:                     mannette1.sety(-394)                  # Mouvement de la balle                  movy = movy-mannette1_velocity/100                  yvel = balle.ycor()+movy                 xvel = balle.xcor()+movx                 balle.sety(yvel)                 balle.setx(xvel)                  # Rebondissement de la balle: Plafond et Plancher                  if balle.ycor() > 495:                     balle.sety(495)                     movy = movy*-1                  if balle.ycor() < -490:                     balle.sety(-490)                     movy = movy*-1                  # Pour que les mannettes restes dans leurs axe                    if mannette1.xcor() != 940:                     mannette1.setx(940)                 if mannette2.xcor() != -947:                     mannette2.setx(-947)                  # Mannette out of bounds check                  if mannette1.ycor() > 405:                     mannette1.sety(404)                  if mannette1.ycor() < -395:                     mannette1.sety(-394)                  if mannette2.ycor() > 405:                     mannette2.sety(404)                  if mannette2.ycor() < -395:                     mannette2.sety(-394)                  # Rebondissement de la balle: Ouest et Est                  if balle.xcor() > 999 or balle.xcor() < -999:                     mannette1.sety(0)                     break      # Courbure de la balle: Mannette2      if mannette2_velocity != 0:         if balle.xcor() < -927 and balle.xcor() > -935 and balle.ycor() < mannette2.ycor()+1100 and balle.ycor() > mannette2.ycor()-1100:             balle.setx(-927)             movx = movx * -1             rand3 = random.uniform(-10,10)             # Pour que la balle va dans la direction du "velocity" de la mannette.              if mannette2_velocity < 0:                 movy = -1             if mannette2_velocity > 0:                 movy = 1              while not (balle.xcor() > 920 and balle.xcor() < 935 and balle.ycor() < mannette1.ycor()+110 and balle.ycor() > mannette1.ycor()-110):                 time.sleep(0.00000005)                 sc.update()                  # Ordinateur                  dist = (balle.xcor()+940)/rand3                  mannette2.sety(balle.ycor()-dist)                  if mannette2.ycor() > 405:                     mannette2.sety(404)                  if mannette2.ycor() < -395:                     mannette2.sety(-394)                  if mannette1.ycor() < 405 and mannette2.ycor() > -395:                     mannette1.sety(balle.ycor())                  if mannette1.ycor() > 405:                     mannette1.sety(404)                  if mannette1.ycor() < -395:                     mannette1.sety(-394)                  # Mouvement de la balle                  movy = movy-mannette2_velocity/100                  yvel = balle.ycor()+movy                 xvel = balle.xcor()+movx                 balle.sety(yvel)                 balle.setx(xvel)                  # Rebondissement de la balle: Plafond et Plancher                  if balle.ycor() > 495:                     balle.sety(495)                     movy = movy*-1                  if balle.ycor() < -490:                     balle.sety(-490)                     movy = movy*-1                  # Pour que les mannettes restes dans leurs axe                    if mannette1.xcor() != 940:                     mannette1.setx(940)                 if mannette2.xcor() != -947:                     mannette2.setx(-947)                  # Mannette out of bounds check                  if mannette1.ycor() > 405:                     mannette1.sety(404)                  if mannette1.ycor() < -395:                     mannette1.sety(-394)                  if mannette2.ycor() > 405:                     mannette2.sety(404)                  if mannette2.ycor() < -395:                     mannette2.sety(-394)                  # Rebondissement de la balle: Ouest et Est                  if balle.xcor() > 999 or balle.xcor() < -999:                     mannette1.sety(0)                     break  ```  

Can I use Shadow Step to effectively teleport into darkness I cast upon myself?

I cannot find anything that specifically says I’m unable to accomplish the combo I have in mind, but it seems incredibly broken so please tell me otherwise.

If I take 2 levels of Warlock (picking up the Devil’s Sight Invocation” and 6 levels of Shadow Monk to gain Shadow Step, I should now be able to cast Magical Darkness atop of myself, move my complete movement and then use a bonus action to move another 15ft (Radius of Darkness) through Shadow Step. So I can effectively increase my move by an additional 15 feet a turn with advantage on the first attack too?