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Teleporting into water
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<blockquote data-quote="Altamont Ravenard" data-source="post: 1223220" data-attributes="member: 14700"><p>A) Can you teleport into a room filled with water?</p><p>- You can't teleport in a solid object. Water is not solid. Ergo, you can teleport in water.</p><p></p><p>B) And, if you do, what are the consequences?</p><p>- You are in water. You can hold your breath for a number of rounds equal to your constitution score. After that, you have to make (Fort? Con?) checks in order to keep holding your breath. If you want to swim, you have to make swim checks. Of course, it's better if you have somewhere to swim too...</p><p></p><p>C) And, how do you (can you) teleport out again?</p><p>- IMO, a concentration check will be in order. It's hard to move in water. It's possible to utter words underwater. What would be the DC? Perhaps 15 + spell level (the same as being entangled)</p><p></p><p>A) The area that they are teleporting into is 'studied carefully'.</p><p>Would that change that much, go one step lower, if it was filled with water?</p><p>- IMO, no. It's still the same "space". It's just a little wetter <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>B) I imagine that you start drowning, or at least a check to hold your breath. If so, what DC?</p><p>- The rules for holding your breath / drowning are in the DMG, if you want to be sure. You could ask for a Reflex save for the characters to close their mouths when they arrive in the water-filled room.</p><p></p><p>C) You're mouth is full of water, you have none of those neat feats to bypass, can you cast a spell with a verbal component while under water? A serious concentration check? Double the percentage for deafness?</p><p>- As I said, a Concentration check would be in order.</p><p></p><p>Good idea. I'll probably steal it <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p></p><p>AR</p></blockquote><p></p>
[QUOTE="Altamont Ravenard, post: 1223220, member: 14700"] A) Can you teleport into a room filled with water? - You can't teleport in a solid object. Water is not solid. Ergo, you can teleport in water. B) And, if you do, what are the consequences? - You are in water. You can hold your breath for a number of rounds equal to your constitution score. After that, you have to make (Fort? Con?) checks in order to keep holding your breath. If you want to swim, you have to make swim checks. Of course, it's better if you have somewhere to swim too... C) And, how do you (can you) teleport out again? - IMO, a concentration check will be in order. It's hard to move in water. It's possible to utter words underwater. What would be the DC? Perhaps 15 + spell level (the same as being entangled) A) The area that they are teleporting into is 'studied carefully'. Would that change that much, go one step lower, if it was filled with water? - IMO, no. It's still the same "space". It's just a little wetter :) B) I imagine that you start drowning, or at least a check to hold your breath. If so, what DC? - The rules for holding your breath / drowning are in the DMG, if you want to be sure. You could ask for a Reflex save for the characters to close their mouths when they arrive in the water-filled room. C) You're mouth is full of water, you have none of those neat feats to bypass, can you cast a spell with a verbal component while under water? A serious concentration check? Double the percentage for deafness? - As I said, a Concentration check would be in order. Good idea. I'll probably steal it :D AR [/QUOTE]
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