| Post/Author/DateTime | Post |
|---|---|
| LeeAlucard12-28-07, 12:17 AM | When casting Teleportation Circle, the rules specify that one cannot make the destination be a solid object. However, can it be made to teleport them into open air? Perhaps off the side of a cliff? Also, it says that it teleports a creature who stands in it. What if the creature fell into the Teleportation Circle? Perhaps one could Permanence a Teleportation Circle and specify that it teleports the subject exactly twenty feet up? The subject takes falling damage and is teleported again... and again... and again... If that could work, I'm going to have to make sure that the PC's NEVER find out about it. :P |
| PoweredBySoy12-28-07, 11:33 AM | Sounds like someone has been playing too much Portal. |
| epifreak12-28-07, 01:00 PM | Okay, here's a bit of experience learned. Planeshift, and by extention other travel spells, make poor traps, as they are either inconsequential in effect, or totally campaign smashing. In my case, it was the latter. I used one of the fey rings (level 8, I think?) out of the DMG 2. Only one of my players wound up in the thing, and only after failing 2 saves and a skill check (which I fabricated to throw the guy an extra save). Planeshift came up on the d10 roll, and suddenly I've got a low level character in the outlands. That said, the trap you mentioned might be nice if for some reason you wished to separate the group in a dungeon. Have a manual reset attached to a magical teleport trap that shoots the party member off to the other side of the dungeon. Since it's a manual reset, the party won't be able to follow. |
| sblaxman12-28-07, 07:54 PM | I may be wrong, but don't the rules specify that all teleportation spells need to teleport ON to something. You can't dimensional door into the air, or teleport off a cliff. I think the rule pertained to the school of magic, but it's escaping me which book it was in. |