Can you teleport onto a ship?

I don't see magic caring if the ship moved or not, though a case could be made (rather easily) that a ship is not a location, but in fact a really big object (which is the case for people saying you end up in the sea).
So basically it comes down to is a ship an object or a location or both? Then another question becomes how big does a vehicle need to be to be considered a location? Does a sailing ship qualify? A war ship? A galley? How about a canoe? Or a raft?
Just for simplicities sake, I'd lean towards the ship being an object, which means some sort of divination would be required to find it before teleporting.
 

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please just let the person teleport in. If Shaggy wants to teleport to the crows nest of the Flying dutch man let him.
For get about relative motion and teleporting light years.
 

Gromm said:
I don't see magic caring if the ship moved or not, though a case could be made (rather easily) that a ship is not a location, but in fact a really big object (which is the case for people saying you end up in the sea).
So basically it comes down to is a ship an object or a location or both? Then another question becomes how big does a vehicle need to be to be considered a location? Does a sailing ship qualify? A war ship? A galley? How about a canoe? Or a raft?
Just for simplicities sake, I'd lean towards the ship being an object, which means some sort of divination would be required to find it before teleporting.

The way I handle teleport spells for my PC's is this.
They have to Inscribe a rune on a familar location and then make a concintration check when they want to return to that rune. If its some place new such as a boat (I would count that as a location for this), there would be a 25% chance the spell would miss its mark and they would end up off course. If the destination would outright kill a PC for landing there I would rule the spell would fizzle and not work at all. I would rather my players live to see their next fight than die in a spell mishap, unless they are doing it just to make me mad.
 

Cerubus Dark said:


The way I handle teleport spells for my PC's is this.
They have to Inscribe a rune on a familar location and then make a concintration check when they want to return to that rune. If its some place new such as a boat (I would count that as a location for this), there would be a 25% chance the spell would miss its mark and they would end up off course. If the destination would outright kill a PC for landing there I would rule the spell would fizzle and not work at all. I would rather my players live to see their next fight than die in a spell mishap, unless they are doing it just to make me mad.

God...that's just...wierd! :eek: :)
 
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This discussion requires a mention of "The Theory and Practice of Teleportation" by Larry Niven, published in _All the Myriad Ways_, which I think is somewhat hard to get but worth the read. (Also includes "Man of Steel, Woman of Kleenex", which discusses certain issues related to Superman and sex :).)
 

Galfridus said:
This discussion requires a mention of "The Theory and Practice of Teleportation" by Larry Niven, published in _All the Myriad Ways_, which I think is somewhat hard to get but worth the read. (Also includes "Man of Steel, Woman of Kleenex", which discusses certain issues related to Superman and sex :).)

I remember "Man of Steel, Woman of Kleenex"! Wow. That was a long time ago.
 

As th rules are written, you can teleport to a boat. It is, in general, a fairly high-risk thiung to do, since most boats do not have very many truly unique features, so you may be teleporting more to a generic crow's nest than to the crow's nest on teh Good Ship "Whoops!"

I'd say that without extraordinary measures, you'll be going to a "seen casually" location (at best) due to the lack of unique, stable features.
 

Let's not forget that 99% of ships have a unique, one of a kind name, crest, ram, banner, colors, flags, emblem...need I say more? Kind makes one ship really unique from another. ;)
 



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