Teleport hazardous or even impossible

czak808 said:
Another thought this inspired was, would the effect extend to other methods of "transposition"; d-door, ethereal jaunt, etc... RAW lawyers need not respond...

Well, note that you are posting within the Rules forum. If you aren't looking for rules details, interpretation, and analysis you might want to ask the question in the General forum.

Setting the rules-analysis aside, would the effect extend? Well, that depends upon the GM...

And why do you find it necessary to copy the original post in your replies? Its the original post that draws people to the thread, I'm pretty sure they read it...

To maintain context. Threads around here can get long, and quoting can be useful to let people know exactly what you're responding to.
 

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"RAW lawyers need not respond..."

Like Umbran, I am also not sure what you mean by this. Do you mean that you care less for the rules than a plausible explanation within the continuity of your campaign, and are willing to houserule to make a solution you like legal?
 

I found an interestingly vague part in a spell description and sought others opinions on how to interpret it; i.e. a ruling on something within the books.

DnD is not Warhammer for some of us... In a round-about way I was trying to say I am looking for original thought on possibilities, not strict guidelines.

Fools are made to suffer, not to be suffered
 

czak808 said:
I found an interestingly vague part in a spell description and sought others opinions on how to interpret it; i.e. a ruling on something within the books.

DnD is not Warhammer for some of us... In a round-about way I was trying to say I am looking for original thought on possibilities, not strict guidelines.

That's still very vague. There are many different degrees to which people stick to the rules.

There is 100% "strict RAW."

There is RAW modified by intent where obvious.

There is RAW modified by intent where likely.

There is RAW used as a guideline, but rulings based on theme.

There is RAW used as a guideline, but rulings based on world continuity.

There is flying-by-the-seat-of-your-pants, only barely informed by RAW.

There are more possibilities, and varying degrees of house rule inclusion as well. I'm sure you get the picture.


As for your original topic, I can't really comment constructively because, as I have remarked elsewhere, what makes sense to people varies widely. Fireball causes no pressure change - to some this is not a big deal, but when you game with engineers and physicists it violates their common sense notions of how the world behaves.

You seem to be asking for a solution that makes sense to you, but you haven't told us enough about your campaign world and personal mindset to make our odds of success any better than guessing.
 




If I recall, the Underdark book for FR has some rules for a magical type field that makes teleporting hard while underground (the deeper one goes, I believe, the higher the chance the a teleport type spell won't work).
 

I was more curious about the mundane prospects. There are plenty of magical propensities for obstructing a teleport effect.

Nice idea, Silverbane. I hadn't even thought of the wind & wave aspect. A high mountain keep buffeted by winds definitely qualifies as physical energy, as do the waves/ currents.

I was kinda thinking along the lines of a secondary effect from an existing magical effect; a permanent Wall of Fire or perhaps a bound elemental. Both create/ produce strong physical energy.

Fools are made to suffer, not to be suffered
 

This really gets into what "energy" means. Is cold a type of energy? In physics it is merely the absence of heat but in 3.5 it is an elemental energy . . . one could argue that a frostfell region has "intense cold energy."

Jhulae said:
If I recall, the Underdark book for FR has some rules for a magical type field that makes teleporting hard while underground (the deeper one goes, I believe, the higher the chance the a teleport type spell won't work).

Faerzress radiation is one of the hallmarks of the FR underdark - it also powers certain magic items. :)
 

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