The party has just rescued 100 slaves. How many of them can conceivably enter a teleportation circle before the spell ends? It seems absurd to think all 100 can make it.
The teleportation circle spell description states that:
A shimmering portal opens within the circle you drew and remains open until the end of your next turn. Any creature that enters the portal instantly appears within 5 feet of the destination circle or in the nearest unoccupied space if that space is occupied.
Simply put, once a Teleportation Circle drawn for the usage of the spell of the same name has been activated and utilized, does the drawing remain behind? I understand the spell has material components that are required and consumed in the casting of the spell, but it’s a bit vague as to whether the drawing is consumed or if it remains behind but is inert.
Example: A party’s wizard draws a circle for their home base and the party uses said circle, teleporting them all home. An enemy tracking them finds where the spell was cast and sees the circle left behind, now inert, but easy to replicate with the material components again and cast the spell teleporting the enemy into the party’s home base.
I am writing a story set in a modern world where D&D magic works. Now, I also have a Cheyenne Mountain like set of facilities in my world, underground hardened military airbases. Obviously, you don’t want any old bloke to be able to just use the Etherealness spell to waltz in through the walls and steal a nuclear warhead. You also don’t want the enemy war leader to be able to see inside your war room. And teleportation would really be a security disaster. Could the unit’s mages cast Mind Blank on every single one of the 570 staff of the base?
I had a couple ideas, using a multiple castings of or a homebrew larger version of the Forbiddance spell to cover every cubic foot of space inside the mountain and a similar method with Anti-Magic Field around the boundaries. This seems to block anything short of divine intervention, but I was thinking of asking you folks here about ideas as well. Would my idea work? Do you have any suggestions? Perhaps a magic item that could do the protection?
I’m not concerned as to which version the spell/item comes from.
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?