Teleport vs dimension door in combat.

You are correct. If you teleport into combat, you still get the remainder of your actions that round.

There are a few downsides to this, though. The most important is that teleport has a chance of failure. Even if you're teleporting in a very familiar area, you might roll the 00 and wind up elsewhere. Most combats don't happen in a very familiar area, so if you do this often enough you're bound to suffer a mishap.

Greater teleport gets rid of the failure chance, but it's high enough level that it cannot be Quickened. So, since you're using up your standard action to cast the spell, you aren't going to be doing much at the other end anyway.
 

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Another difference is that Dimension Door has no chance (shy of illusion magic) of a hazard for an area you can see and it also allows you to 'port to a nearby place you cannot see.

Teleport has a 6% chance of being off target (or worse) for an area you can see and that chance increases a lot for lesser known or false areas.

Plus, you cannot just "Teleport behind the door" if you have never seen (personally or with magic) behind that door.

DD tends to make a better adventuring spell with the exception of either moving or casting a swift spell after the 'port whereas Teleport allows you to do this in familiar or currently viewed areas. Pros and Cons for these spells while adventuring.
 

Henry said:
Nail, no fair teleporting in front of me while I craft my answer! ;)

That's why you post immediately and then you got 2 minutes or so to edit and pretend you had posted all that right away. :p

Bye
Thanee
 

Greater Dimension Door from the Spell Compendium is a 5th level spell that lets you teleport once per round as move action. Not bad, and even without the failure chance of teleport. Oh, and you can take as many other targets along with you as you are able to touch :p
 

It only lets you teleport close range, which isn't much more useful than just running. It could be useful if you grabbed a pair of rogues, though, and teleported them into a position where they just needed to 5-ft. step to sneak attack.
 

RangerWickett said:
It only lets you teleport close range, which isn't much more useful than just running.

Actually, I'd say it's a lot more useful. Running in the D&D sense would mean you couldn't take another standard action in the round, which is really problematical for a wizard in a fight. Also, by the time someone is capable of casting Greater Dimension Door (9th lvl), close range is 45 ft, which is further than a regular move for someone, and probably avoids AoOs.
 

Nail said:
Easy!

Have SOMEONE ELSE cast the teleport!

(My high level cleric did this all the time. Insanely valuable!)

Fighter takes one level of sorcerer, selects a raven familiar. Raven wears a Cape of the Mountebank. On the fighter's turn, raven teleports the fighter into position then fighter attacks.
 


hackmastergeneral said:
Thats...just crazy enough to work. :eek:

You want crazy?

Raven wears two Capes, one on top of the other. Per the DMG rules, the top Cape is non-functional. The round after using the bottom Cape, the raven uses a move action to take off the used bottom Cape then, holding the expended Cape in its talons, activates the second Cape. (Be careful of the raven's light load weight limit; it's really weak.)

Fighter X/sorcerer 1 uses Lesser Metamagic Rod of Extend to keep a Familiar Pocket spell going most of the day (1 hour/level, Spell Compendium). After the familiar does his DDoor thing, the fighter whisks the familiar into the Pocket as a free action, mostly preventing the familiar from getting hurt in combat. Since the raven can speak, it can command itself into the Pocket, too (but it can't take any more actions for the round AFTER it activates the Cape).

Other good spells for our fighter x/sorc 1:

- Accelerated Movement: Swift. Balance, Climb, Hide, Move Silently or Tumble at normal speed with no penalty on skill check. (SpC) (Warning: Has somatic component)

- Arrow Mind: Immediate. You threaten nearby squares with your bow and fire without provoking attacks of opportunity. (SpC)

- Blades of Fire: Swift. Your melee weapons deal +1d8 fire damage for 1 round. (SpC)

- Critical Strike: Swift. For 1 round you gain +1d6 damage, doubled threat range, and +4 on attack rolls to confirm critical threats on flanked or denied-Dex foes. (SpC)

- Expeditious Retreat, Swift: Swift. Your speed increases by 30 ft. for 1 round. (SpC)

- Familiar Pocket: Creates an extradimensional hiding place for your familiar. (SpC)

- Guided Shot: Swift. You ignore most cover and any distance penalties with your ranged attacks for 1 round. (SpC)

Scrolls of True Strike are also nice for full Power Attack, but don't waste one of your few spells known on the spell.
 


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