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Post by Ginger on Aug 15, 2006 8:17:43 GMT -5
The spell description is rather vague, so I have a few questions.
It clearly states that a person is off by 1" for ever 1% he fails his roll by when going over. Is it to be assumed that it works the same way when going under?
Would a luck stone affect the percentage roll?
The limits are strictly based on weight. It seems like you could magically reduce stuff to be lighter for teleportation purposes. Does the modified weight count, or the "true" weight. On a similar note, I'd be interested to see if we could pile magically reduced coins into the Leomund's chest to enhance its carrying capacity.
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Post by Dead Greyhawk on Aug 16, 2006 14:51:22 GMT -5
The spell description is rather vague, so I have a few questions. It clearly states that a person is off by 1" for ever 1% he fails his roll by when going over. Is it to be assumed that it works the same way when going under? Here's the text for the Teleport spell: I'd say yes, for your perhaps practical question of possible retrieval of items off of the dead corpse. I'd say such a death would only be resurrectable or reincarnatable; the body would be so badly damaged by intersection with a solid space as to make raise dead be impractical. Would a luck stone affect the percentage roll? Let's look. I think that this is not a "spell failure" roll, but instead one that determines wheterh the character has an adverse happening. So I'd think the luckstone would work, but not reduce the failure to 0%. Like with thieving skills, a 01 would still be a total failure, in this case killing you by burying you 12 inches into rock. The limits are strictly based on weight. It seems like you could magically reduce stuff to be lighter for teleportation purposes. Does the modified weight count, or the "true" weight. On a similar note, I'd be interested to see if we could pile magically reduced coins into the Leomund's chest to enhance its carrying capacity. I agree. My reading of enlarge is that any reduction would reduce the weight for the duration. This would increase the effective amount of material that could be teleported or placed in storage. It's unclear to me what would happen when the duration ended. I suspect the chest would explode and rupture ethereally, but I'd have to think about it some more.
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Post by Ginger on Aug 16, 2006 23:02:45 GMT -5
The confusion caused by teleporting low comes from the strange phrasing of "Any low result means the instant death of the magic-user if the area into which he or she teleports to is solid." The description is very clear that you teleport up 10 feet for every one percentage you roll above the minimum, but no mention is made about how far down you go. Should we assume that you'd go 10 feet below?
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Post by Dead Greyhawk on Aug 17, 2006 20:25:36 GMT -5
For parity purposes, I would say yes. For each 1% you roll that you are low, you are buried 10 feet into the ground.
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Post by Dell on Aug 18, 2006 8:39:38 GMT -5
So... if you were to attempt to teleport onto the deck of a ship and you ended up low, you wouldn't be dead, just underwater. Is that a correct interpretation?
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Post by Ginger on Aug 18, 2006 8:50:18 GMT -5
So, if you cast Fly and Airy Water on yourself and attempt to teleport onto a pier over water that's more than 10 feet deep, you're guaranteed to not die? That would be pretty sweet.
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Post by Dell on Aug 18, 2006 8:58:14 GMT -5
Why do you think beachfront property is so expensive?
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Post by Ginger on Aug 18, 2006 9:48:45 GMT -5
Well, the real question is why the wizard's guilds don't all have a teleportation room. You just need a 30 foot tall room with a ledge 10 feet from the ground. It would let any guild member safely teleport home in a pinch.
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Post by Mr. Trommer on Aug 18, 2006 11:07:07 GMT -5
We need to build one at the Hall.
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Post by Dead Greyhawk on Aug 18, 2006 19:11:02 GMT -5
So... if you were to attempt to teleport onto the deck of a ship and you ended up low, you wouldn't be dead, just underwater. Is that a correct interpretation? No. I think the intent of the spell is that if you end up low, you are dead. So if you tried to teleport onto a ship, you'd either end up melded with the bottom of the ship, or run through with fish, seaweed, or whatnot in the water. I also think that the line "Note that there is no possibility of teleporting to an area of empty space, is. a substantial area of surface must be there, whether a wooden floor, a stone floor, natural ground, etc." implies that you can't try to teleport some number of feet into the air, ledge of no ledge. Arguably, this means that you can't teleport onto a ship, but only onto the bottom of the sea floor. I read this spell as being very powerful, with an intentional deadly flaw. This flaw is rectified by a more powerful spell, teleport without error. Creating a loophole which allows teleport to be as safe as teleport without error guts the intent of the spell.
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Post by venger on Mar 13, 2007 16:45:43 GMT -5
So I read all this and I'm confused.
Can you familiarize yourself with/ teleport onto the roof of a structure like the keep @ Castle Crag or one even bigger?
And, if you roll poorly but not tragically on the teleport roll, end up 10' below the roof's floor; in one of the rooms on the third floor? But not dead?
"Any low result means the instant death of the magic-user if the area into which he or she teleports to is solid."
I bolded the "IF" for emphasis. Seems like the wording isn't just "you instantly die if you roll low." I know applying "real world logic" to magical spells isn't appropriate but you're rolling the percentile dice to determine how high or low you displace during the teleport, and if there's a large empty pocket of space or something 20' below you and you displace 20' down you shouldn't just die...
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Post by Dead Greyhawk on Mar 13, 2007 20:23:17 GMT -5
If you teleport low, you are dead. If you teleport high, you're taking falling damage, or dead, if there's solid matter above you.
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Post by venger on Mar 14, 2007 7:56:27 GMT -5
Understood.
While we're on the subject-
What happens to somebody's stuff when they get fused with solid matter like that? Is it all destroyed? (I know at that point potions and scrolls probably aren't exactly a priority, but still...)
Oooh, got another one.
Can an unwilling person be teleported with the caster, with a successful touch attack? Do they get a save?
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Post by Dead Greyhawk on Mar 14, 2007 21:28:24 GMT -5
You can teleport someone with a touch attack, though if you miss, you are gone, so there is no second chance to hit next round.
If you teleport low, your stuff is destroyed too, relics and artifacts excepted.
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Post by Wolfgar on Jul 26, 2007 11:42:09 GMT -5
You can teleport someone with a touch attack, though if you miss, you are gone, so there is no second chance to hit next round. Do unwilling creatures get a saving throw? There is a discussion of Teleporting devils and demons on Dragonsfoot where most posters agree a saving throw is reasonable.
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Post by Ginger on Jul 26, 2007 12:36:29 GMT -5
You can teleport someone with a touch attack, though if you miss, you are gone, so there is no second chance to hit next round. Do unwilling creatures get a saving throw? There is a discussion of Teleporting devils and demons on Dragonsfoot where most posters agree a saving throw is reasonable. In related information, in the Type V demon stats I found online (which are for 3rd Edition and thus obviously of very marginal use) they can only teleport themselves and 50 pounds of stuff. www.d20srd.org/srd/monsters/demon.htm#marilith
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Post by Wolfgar on Jul 26, 2007 13:44:53 GMT -5
According to that source it also weighs 4000 lbs which would mean it is too big to teleport itself unless it was at least 35th level.
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Post by Dead Greyhawk on Jul 26, 2007 22:15:21 GMT -5
You can teleport someone with a touch attack, though if you miss, you are gone, so there is no second chance to hit next round. Do unwilling creatures get a saving throw? There is a discussion of Teleporting devils and demons on Dragonsfoot where most posters agree a saving throw is reasonable. No saving throw is present in the spell description, so the target doesn't get one. The creature still has to successfully touch you, and the creature goes along with you.
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Post by Dell on Jul 27, 2007 22:15:39 GMT -5
Using the spell Teleport as our model for demon teleportation, the spell states "a substantial area of surface must be there, whether a wooden floor, a stone floor, natural ground, etc." So teleporting someone into mid-air or over a lake full of water (or lava) wouldn't be a valid use of the ability.
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Post by venger on Dec 8, 2014 10:36:51 GMT -5
Using the spell Teleport as our model for demon teleportation, the spell states "a substantial area of surface must be there, whether a wooden floor, a stone floor, natural ground, etc." So teleporting someone into mid-air or over a lake full of water (or lava) wouldn't be a valid use of the ability. In review, I don't think all of Dariel's mid-air Teleports were strictly legal.
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Post by Ginger on Dec 8, 2014 13:44:25 GMT -5
I think that for coolness a Teleport Without Error should be unrestricted. The restriction to the ground seems based on ensuring the chance of death, so it's superfluous here.
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