I am surprised that I wasn’t able to find this question asked before, but I could see it used as quite an epic showing:
The old lady brings your group over to the mountain base filled with sharp cliffs, jagged rocks, and a path no wider than your foot. The roaring waterfall makes the air crisp, clean, and humid as she stops by a sign adorned with a bell and a rope, looping all the way up the mountain. Turning to your group with a kind smile, the guide pulls the rope and stands in wait.
"Well, aren’t you going to take us to him?" one of the players exclaim, annoyed at this old hag’s smugness.
Just as soon as the words escaped their mouth the bell rings, causing the granny’s wrinkled face to beam with a smile.*
"Oh, he’s on his way sonny," She says pointing her knotted cane towards the top of the waterfall.
As your party looks, there is a man falling what must be 1000 ft straight into the mouth of the waterfall, finally getting swallowed by the mist below. A second later, the man you have been searching for, the man who jumped down the waterfall, emerges from behind the waterfall, dry and unscathed.
Now though this seems quite epic, the way that the guy defied death was by using a teleporting spell when he was covered in the mist to reappear on the rock behind the waterfall. From what I understand here, teleportation spells do not conserve momentum, so his falling speed would go from 20d6 damage to 1ft no damage.
Is this truly how powerful teleportation spells can be?
I am a player in a campaign vs campaign game (players versus players), and was trying to find a way to defend my evil wizard tower. One idea was to create an unavoidable trap to teleport players out of a building.
If I imbue the spell Teleport into Glyph of Warding using a 7th level spell slot, when it triggers:
will I be teleported to a location set earlier, or
will who / whatever triggers it be teleported to the location set earlier?
A creature inside the cage can’t leave it by nonmagical means. If the creature tries to use teleportation or interplanar travel to leave the cage, it must first make a Charisma saving throw.
Despite external opinions about how the spell should work, is it correct to read the RAW interpretation that magical effects such as Tree Stride or Transport via Plants are capable of bypassing the saving throw as they don’t specify they are teleportation?
I am currently playing an Omen Rider Harbinger in a campaign. I have the Veiled Moon Style combat feat allowing me to teleport 10-ft as part of a movement. Would this teleport include my mount, or just the character himself?
I think I saw it somewhere that both or only one of these cities prevents teleportation into them or out of them.
But now I can’t find any evidence about it.
Could you please tell me if it us true or not?
I have a high-elf wizard with the Fey Teleportation feat. According to the feat “You learn the Misty Step spell, and can cast it once without expending a spell slot. You regain the ability to cast it in this way when you finish a short or long rest.”
Does this mean I can cast Misty Step additional times using spell slots? As a wizard, do I need to have the spell prepared in order to cast it using a spell slot?
In 3.5 D&D, “teleportation circle” is the name of a 9th lvl conjuration spell. The purpose of the spell is to create a circle that remains for 10 minutes, and subjects everyone who enters it in that time to a “greater teleport” to a specific location.
In 5e, however, that same name refers to a 5th level Conjuration spell. This spell also creates a circle, and eveyone who enters it before the end of the caster’s next round is teleported to pre-existing, identical circle. A receiving circle can be made by casting this spell in the same place every day for a year.
Is there any official way to replicate the effects of the 5e version of this spell in 3.5? If not, would it cause any inherent problems if it were put in the game as a custom spell?
Shadow monks and shadow sorcerers are able to teleport from one are of dim light or darkness to another.
What would you say is the limit of the area of dim light ? For example, using a large blanket to create a shadow or if they’re wearing full body clothing like a burqa they’re technically always in a shadow. If the above examples could work, should they be allowed to bring it with them as they teleport?
To be more specific, do teleportation spells conserve momentum from before to after the obvious infinite violation of momentum conservation inherent in instantaneous magical travel? Credit to nitsua60 suggesting this sentence!
For instance, if I were to take a running leap and then Dimension Door forward, would I continue to be propelled forward by my momentum (assuming that I still have a number of feet of movement speed remaining), or would that dissipate as part of the spell.
Similarly, if I were to launch a cannon ball from a cannon and then Teleport it into the throne room of a local king, would the cannon ball continue traveling forward at the same velocity or would it simply drop to the ground (given that the Teleport spell was successful)?
This is a similar question, but the only conclusive answer was from the Pathfinder SRD. I’m wondering if there is anything specifically in dnd-5e text that explicitly answers this question.
The UA Wildfire druid’s wildfire spirit has an ability called Fiery Teleportation with the following description:
Fiery Teleportation (Recharges after a Short or Long Rest). The spirit and each willing creature of your choice within 5 feet of it teleport up to 30 feet to unoccupied spaces you can see. Each creature within 10 feet of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + 2 fire damage.
Does this move all the affected creatures as a single group, landing them all within 5 ft of the spirit’s new location, or can you move each one independently? For example, if you were surrounded by another group, could you teleport your group outward to be surrounding them, or could you only shift your entire group in the same direction?