Apologies, I was making an attempt at humour based on the rules not covering anything as basic as how far you can see a torch
You can see a torch several hundreds feet... behind you. Facing is an optional rule, so by default you can see the torches in every direction...
(as ruled by a DM on this very board, didn't complain, the DM is always right, but... surprising when we assume thing work like the real world).
So, basically, the options are :
1. Teleporting conserves facing => you arrive on your head when going on the other side of the planet
2. Teleporting conserves momentum => you are killed on arrival by colliding into a random wall or tree at high speed
3. Teleporting conserves momentum and you read rule literally => you arrive and collide at thousands of mph against a tree, and stop unharmed since it's not a fall and there is no rule saying that colliding sideways inflicts damage.
4. Teleporting swaps place with the things you move into: Misty Step becomes Baleful Transposition
5. Teleporting doesn't swap you : you make a "pop" sound when leaving because the air rushes into your former place, and you die a horrible death as your veins are filled with air bubbles on arrival.
6. Teleporting doesn't conserve temperature: on the plus side, the spell does only what it says it does, on the minus side, you die frozen on arrival.
7. Teleporting is intelligent and allow you to arrive at your destination with no more harm than explained in the spell's rule: omg, someone might be using a 2nd level spell to avoid a small fall damage by using creativity and being awesome.
All solutions present problems. Some are lesser than others.
