The intent, obviously, is not to allow a power to knock a target 10-20 feet into the air - otherwise the possibility of Controllers turning into air-juggle combo masters would be insane.īut is it explicitly forbidden in the rules? On that note, is there anything in RAW that says a push/pull/slide must be horizontal movement? If it were to succeed I might rule that he has desperaely grabbed you and negates your ability to land agilely, hence you both crash to the ground, falling prone and taking the full damage. I might give the Monster a ST in the air when you appear next to it. I imagine you are trained in acrobacy and hoping to roll high enough on your acrobacy check to reduce the 2d10 dmg to something insignificant. I also have a nagging memory that I read this at the WOTC FAQ and the responsive was negative.Īs for you're example of teleporting yourself into the air up alongside the moster. It seems unfair that teleport should be superior in this regard. And usually monsters and PCs have a ST to be able to resist slides off bridges. This could be very easy to abuse, teleporting a monster 30 feet into the air is effectively adding 3d10 to the damage. then I would allow it with no qualms.Īs for using it against enemies. All creatures (or target objects) trying to teleport suffer 3d10 points of force damage, and then the DM recasts d100 and consults the above table to determine where you appear (you may die again, and you have to take the damage every time you die).Personally, if you were using your eladrin teleport power or warlock power to move upwards to a defensive position (a roof nearby or up a tree etc. The unexpected magic effect of this spell made this journey particularly difficult. Usually you will appear in a similar area closest to the destination, but since this spell has no distance limit, you may appear in any place on the same plane. For example, if you want to go back to your own research room, you may accidentally hit another mage’s research room, or an alchemy shop with many tools similar to yours. You and your team (or target object) appear in a different place that is similar in appearance or atmosphere to the destination. If you want to teleport to a seaside city but appear in the sea 18 miles away from the shore, then you are in trouble. 1 is true north, 2 is northeast, 3 is true east, and so on. The DM throws d8 once to determine which direction the error appears in the destination. For example, suppose you try to move 120 miles and unfortunately deviate from the target, and two d10 throw 5 and 3 when the throw distance error, then your teleport distance error is 15% of the original travel distance, which is 18 miles. The distance error is equal to the original moving distance×1d10×1d10×1%. You and your team (or target object) appear at a random distance in a random direction to the destination. You and your team (or target object) appear in the place you expected. Maybe you try to explore the enemy’s secret room but you only see an illusion, or a place you used to be familiar with but no longer exists. “No such place” refers to a place that does not exist at all. “Hear description” refers to a place that you hear the location and appearance of from others, such as a place from a map. “Seen once” refers to a place you have only seen once, including a place that you have seen through magic. “Occasionally seen” refers to a place you have seen several times, but you are not very familiar. “Very familiar” refers to the places you often go to, the places you have studied carefully, or the places you can see when you cast the spell. “Related object” refers to an object that you have taken from a target location within the past six months, such as a book in a mage library, linen thread on a bed in a royal bedroom, or a lich mausoleum A piece of marble inside. “Permanent circle” refers to the sequence of runes that you know about a certain permanent teleport circle. Your familiarity with the destination determines whether you can successfully arrive.įamiliarity. You can only specify a location you know as the destination of the teleportation, and the destination must be in the same plane of existence as you.
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