If teleportation conserves energy of thought, memory, and physiology, then it must also conserve momentum, which is just kinetic energy. If it does not preserve the energy state between the two locations, the teleported matter would be inert on the far side and at a temperature of absolute zero for a brief moment, since atomic motion also has movement and energy.Debating If Teleportation Conserves Momentum."
If teleportation conserves energy of thought, memory, and physiology, then it must also conserve momentum, which is just kinetic energy. If it does not preserve the energy state between the two locations, the teleported matter would be inert on the far side and at a temperature of absolute zero for a brief moment, since atomic motion also has movement and energy.
We know the teleport spell doesn't kill it's target, QED it must preserve the target's energy state between two locations and, thus, momentum.
So always teleport your target safely so their excess momentum is wasted.
Teleportation deals with instantaneous transmission between two points without crossing the intervening distance. Relative elevation due to the curvature of an object is therefore irrelevant.All of this is based on real world physics which are demonstrated not to work that way in fantasy world where magic exists anyway (and violates the conservation of energy). There are many other problems, for example, what happens to the atmosphere at the points of departure and arrival ? Or what happens when you teleport from a point near to the equator to a point closer to a pole ? Do you get sent at 1000 km/h in some direction ? So a DM can choose exactly what he wants there without any sort of guilt.
We reached a similar conclusion, not because we examined the physics of teleporting or anything like that, but because we eventually stumbled upon the part of the Core Rules that said, "Casting teleport or a similar spell while falling does not end your momentum, it just changes your location, meaning that you still take falling damage, even if you arrive atop a solid surface."But by the textbook understanding of how all this stuff is, RAW, yes. Momentum would be preserved.
Teleportation deals with instantaneous transmission between two points without crossing the intervening distance. Relative elevation due to the curvature of an object is therefore irrelevant.
And while magic -can- break the rules of physics, characters and objects still fall
the sun still rises, and barring an explicit statement to the contrary we have to assume that all the other standard rules of physics do exist normally.
Teleportation, for example, -works-. Without magic this feat would be essentially impossible with a sapient being of human mass, if only due to the energy requirements and improbable matter requirements.
However. A Fireball still burns. Whence it came is "Magic" but it still conforms to natural physical laws when it interacts with the rest of reality.
Now, of course, a DM/GM/Narrator is free to say "Magic makes momentum go bye-bye in a teleport" and would be correct 'cause it's their world and they're defining how the magic and physics interact.
But by the textbook understanding of how all this stuff is, RAW, yes. Momentum would be preserved.
Ahhh... You're referring to rotational velocity, my mistake. I totally misunderstood your statement as an issue of lateral distance teleport "Suddenly" shooting someone down toward the surface of the earth before they appeared. I apologize!You know that, in the real world, it would create incredible problems, right ? That if you could teleport from extremely high to sea level, you will have physiological problems ? And that velocity and momentum are not the same depending on where you are located on the planet, depending where your referential is ? If it really conserved momentum according to some cosmic planar referential, teleporting from the equator of an earth-type planet to the pole would project you at a speed of 460 m/s in a direction tangential to your position on the planet and would kill you instantly.
The game designers have stated that only the core books are "Canon for D&D" while all adventures and stuff are official only within their specific settings.It is RAW in 5e (Dungeon of the Mad Mage) that gravity in a D&D world does not behave like gravity in the real world, Spelljammer gravity is very different and part of the D&D world.
This is called "Verisimilitude" and is the presumption one makes when dealing with a work of fiction. Any work of fiction. D&D isn't special in this regard. Unless specified otherwise, stuff just works normally.I'm sorry but nothing in the rules or the settings tell you this. For example nothing proves that characters are breathing air as we know it, Nitrogen and oxygen with the corresponding proportions. They might be breathing stuff coming from the elemental plane of air, which is elemental and not necessarily a compound of chemical elements.
General Relativity is great in theory. nudge nudgeInstantaneous Teleportation is impossible in the real world according to General Relativity, without even talking metaphysics (of whether recreating the body somewhere would conserve the mind or the soul of the creature).
The spell doesn't say that... so... shrugs! The elemental plane of fire thing, I mean. What it -does- say is there is an "Explosion of Flame" which ignites things in the area that aren't being worn or carried. Why it would be selective I haven't a clue.Do you have any proof of that ? It could simply be that a fireball materialises stuff from the elemental plane of fire which has the property of burning. Actually, it's much more likely that it's this than an actual combustion which requires a chemical reaction requiring an oxidant, which is usually air, but a fireball does not need air to be produced and does not consume the air when it happens.
Pretty much.There is no real world textbook that supports teleportation according to D&D anyway, so it's just a question of the DM choosing what he likes.