D&D 5E Teleporting out of a Resilient Sphere

Forcecage is also a 7th level spell, and can't be dispelled. I guess I'd argue then that the resilient sphere can block any teleportation magic of less than 4th level, a 4th level spell would require a Charisma save (same mechanic as forsecage vs. teleport) and has no effect on higher level spells. Basically taking the forcecage and extrapolating from it.

To me that seems a bit like extrapolating from 9th level True Polymorph that regular 4th level Polymorph also becomes permanent if you concentrate on it for a full hour: it's an interesting idea and not necessarily something I'd complain about if the DM followed that ruling, but I'd want to be advised of it in advance as a house rule because it's a fairy significant change from the plain reading of the PHB and it would affect my decision-making process. (After all, as a wizard I should know roughly how Misty Step and Otiluke's Resilient Sphere interact, especially if I happen to know them both. It's not like I wouldn't have experimented.)
 

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The 3E SRD seems to indicate that in 3E, it was a sort of truncated squarish hypercylinder, blocking spatial travel (in a cubic shape) in both the Prime Material and Ethereal planes. But there wasn't any restriction on movement in planar directions, only in spatial directions, so it clearly wasn't a hypercube.

I have always envisioned the Ethereal plane as being in that direction that is neither up nor down, nor left nor right, nor forward nor behind. If you step that that direction, then you move into the Ethereal plane. The Astral plane lies in yet another direction. Force effects block movement in the first 4 spatial freedoms, but are open in the direction of the Astral plane. Thus, a cubical force effect exists as a hypercube, since you can move however you like in the freedom allowed by the ethereal plane, but still find yourself surrounded by a cube.
 

Do light and sound and breathable air pass through the sphere?

What does this mean for suggestion (a magical effect based on hearing) or hypnotic pattern (a magical effect based on vision) or gust of wind (a magical effect that is just air)?
 

I'm more curious of Dimension Door.

The tricky part is that it says spell effects can't pass through it, but teleportation has to get called out in Forcecage. Seeing that all the spells (excepting MAgic Circle) which prevent travel via plane shifting or teleportation are higher level, I'd agree with Ath-Kethin.

Lower level travel blocked, same level travel chance, higher level not blocked.

And I would still rule it a force effect, so going ethereal isn't going to help you.
 


Using the old rules as an up to date interpretation on Force effects and the Ethereal Plane, OR the current rules as written, there is no conflict here.

Teleport or Dimension Door etc. get you out without any problem under RAW.

Level does not come into it - the level difference between Teleport and Dimension Door is about range and utility, not 'Force Penetration Factor' or some other made-up reason.
 



Trying to apply too much logic to the ORS breaks it. Find the ruling that is the most fun and go with it - it is ambiguous enough to allow for interpretation.

As a DM, I would allow a character within a ORS to teleport or move to another plane to escape so long as the effect in question does not specify that the movement is going through the space occupied by the sphere. To me, when you teleport, unless otherwise specified, you cease being in one location and begin being in another without traveling between. As such, unless otherwise specified, barriers have no impacts. Planar travel, likewise, takes you away from the place where you begin and then moves you to another location on another plane - without ever needing to pass through the ORS walls. This keeps it from being too strong at medium levels.
 

Trying to apply too much logic to the ORS breaks it. Find the ruling that is the most fun and go with it - it is ambiguous enough to allow for interpretation.

Actually it is not ambiguous in the least...

I would conclude you are approaching this issue from the point of view that if the rules don't specifically state that you can do it, you can't. This is wrong-footed.

Teleportation gets you through any material, energy or whatever and you don't actually pass through the intervening space. Nowhere in the description of force effects does it say it stops teleportation. Nowhere in the description of teleportation does it say force effects prevent it... but then it doesn't state that rock, ice or the bodies of dragons stop it either.

So why presume (and it is indeed, presumption) that force stops it when it isn't mentioned?

There is no logical reason to do so, no expression in the RAW of the possibility it does, so there is no valid source of ambiguity.
 

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