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Questions Regarding Teleport spells and effects

Shin Okada

Explorer
What will happen if someone tried to teleport into,

1) An area covered by Antimagic Field.
2) An area covered by Otiluke's Suppressing Field (Conjuration) and then fail in caster level check.
3) An area protected by Forbiddance.

a) The teleport effect simply don't work. The teleporter does not move at all.
b) The teleporter is ejected into material plane at the edge of such an area.
C) The teleporter fails in entering the material plane as the last part of the teleportation. And thus, ends up drifting in Astral Plane.
 

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Answer:
Not fully addressed in RAW = DM whim. The most common response will likely be "illegal space", "false destination", "Already Occupied" or similar and the results of that will vary be the specfic effect used (Teleport drops you off in a "Similar Area" or "Mishap" doing damage and rolling again. Dimension Door sends you to a random suitable place within 100 feet, and deals damage; if there is no suitable space within a hundred feet, it repeats with 1,000 feet; if there is no suitable space within 1000 feet, it fails and you take even more damage. Greater Teleport (for "illegal space", "false destination", "Already Occupied" and similar) just makes you vanish momentarily, and pop back in your starting location).
 

"illegal space" adjudication seems to be reasonable for spells which has such rules already written. The problem is, now there are a lot of non-core teleport spells and items such as Dimension XXX spells in PHB II or various boots in MIC. Generally, those spells and items only allow much shorter teleportation, and no "mishap" or similar rules are written.
 

Then they're completely not address in the rules as written, to my knoweledge, and so up to DM whimsey. A quick ad-hock would be to do the same thing you'd do for Dimension Door, but that's just a quick ad-hock. Technically, the DM would be well within his rights to say any of the above and then some.
 


At least one official answer.
SRD:

Forbiddance seals an area against all planar travel into or within it. This includes all teleportation spells (such as dimension door and teleport), plane shifting, astral travel, ethereal travel, and all summoning spells. Such effects simply fail automatically.

I'd rule the same for antimagic and all.
 


Bah humbug.

What a terrible answer; not very adventurous is it?

So what, the spell fails? That just absolutely sucks!

Far more interesting to get a side adventure out of the mishap instead! Trapped on the Astral plane, hell, even being shunted out into the nearest unaffected space is more interesting than just "Nothing happens".
 

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