UngeheuerLich
Legend
It's not constant teleportation by the runners. It's constant sequential actions per initiative. Nobody is moving at instantaneous(teleportation) speeds.
Same for your example. Exactly my point.
It's not constant teleportation by the runners. It's constant sequential actions per initiative. Nobody is moving at instantaneous(teleportation) speeds.
Oh no, please not. A bit much for a 3rd level spell and that would invite additional problems.I really feel they missed more tactical application with this spell.
The spell should deal 3d10 damage to all targets around the place of departure and all targets at the place of arrival.
except the teleporting creatures/objects. They teleport a split second before damage and reappear split second after second damage.
This would ofc have tactical option to teleport to exact same place where you have been to have all targets suffer 6d10 damage.
1/4th the area of fireball, you need to stay in melee range for 20% more damage than fireball vs. 150ft range. Targets Con save, that is on average better than Dex save.Oh no, please not. A bit much for a 3rd level spell and that would invite additional problems.
Other fiction or other game systems may have other rules for things; I don’t think they apply in 5e RAW in this case. For instance, Star Trek teleportation has been mentioned a few times as taking time. To be fair n Star Trek they are Transporters that “teleport” by transforming matter into energy and then moving the particles rapidly. In 5e, teleport causes something to disappear and reappear at a certain location; the intricacies of modern science are mostly ignored.
Teleport happens instantly.
The game uses plain language — the common definition of “instantly” is immediately or without a gap in time.
The boom happens after the disappearance. The first sentence of the spell’s description says the caster teleports to a different location. Then it says immediately after the disappearance the boom happens. The order of the sentences and the use of the word after help clarify what happens.
Fabricating a gap in time that has no defined duration and therefore either a vague “t-space” location or the addition of unexplained chronological magic seems to add powers and complexity and confusion that the spell doesn’t even seem to hint at.
There are demi-planes and time spells, but neither is mentioned in the spell description.
If a DM wants to interpret the spell differently, the rules allow for that. But that doesn’t make that ruling RAW; it amends those rules.
Ruling that the caster takes damage is not punishing a player; it’s the most basic (non-complicated) understanding of the spell’s description. If the player doesn’t realize they will be a part of “each creature” in range taking damage
the DM probably should warn them because their PC has likely had more experience with the spell. I don’t see the cost/benefit aspects of the spell informing this interpretation. It’s dangerous just like a fireball.
Instantaneous is too quick to dispel, even with dispel magic readied and used instantly. If it's over so fast that an instant dispel can't affect it, it's faster than someone walking, or even hurrying or running.
Not to mention the silliness involved with, "You interrupt the instant teleport to walk 30 feet or crawl 15 feet, and then the instant teleport concludes when you finish moving." or "Since you readied the action to walk away, you are now walking faster than an instant teleport and get out of the way of the instant thunder damage."