Circle of Tele-doom? [Archive] - Wizards Community

Post/Author/DateTimePost
Arnin

12-24-03, 03:30 PM
Ok. I thought of a way to utterly destroy anything, but I'm not sure it will work. I need to know what are the exact specs on the Circle of Teleportation. I'm just wondering if it can teleport things bigger than it. Like if a Tarresque put it's foot in the circle, would said Tarresque be transported? I was considering using it as a trap, and sending the Tarresque say, 5000 feet up into the air, which would kill it from the fall. That would make it really easy to kill.
wdarkk

12-24-03, 03:34 PM
Falling doesn't do more than 120 to the faller. If you're _under_ the Tarrasque when it fell, you'd take a lot more damage from its weight/mass, but it's not going to take that damage.
EmirikolTheChaotic

12-24-03, 03:36 PM
Originally posted by Arnin
Ok. I thought of a way to utterly destroy anything, but I'm not sure it will work. I need to know what are the exact specs on the Circle of Teleportation. I'm just wondering if it can teleport things bigger than it. Like if a Tarresque put it's foot in the circle, would said Tarresque be transported? I was considering using it as a trap, and sending the Tarresque say, 5000 feet up into the air, which would kill it from the fall. That would make it really easy to kill. Even if you get through it's SR, a fall from 5,000 feet will still only cause 20d6, which is pretty much just a scratch to the tarrasque.
BlaineTog

12-24-03, 03:42 PM
'course, a clever mage could find a way to evacuate the air in the cylinder from the point 5,000 feet up where you transported the Tarrasque to the ground, thus eliminated Air Resistence and Ternimal Velicity (read: damage cap) with it. It would probably be a 9th-ish level spell, but then again: what are you doing fighting a Tarrasque before access to 9th level spells, anyway?
Darklion

12-24-03, 03:43 PM
Even if you get through it's SR, a fall from 5,000 feet will still only cause 20d6, which is pretty much just a scratch to the tarrasque.According to the rules, which aren't meant to cover extreme situations like that. Frankly, if you fall from a mile up and have no magical means of preventing your descent, you're dead. That's it. Game over.

Of course, since the tarrasque can't die without a wish spell, it doesn't matter how much damage the tarrasque takes from a fall -- or even how far it falls. It just hits -10 or -50 or whatever it is, regenerates the damage, and wakes up really angry and annoyed.
Arnin

12-24-03, 03:51 PM
Hmmm. Of course, it would give you time to make something like, a big hole. Turn everything into mud with a bunch of simple transmute stone to mud spells, and then you can just leave it, or you could use a wish spell then. Safer...
Arnin

12-24-03, 03:54 PM
Personally, I would just wish that the Tarresque would be transported to the Ethereal plane and explode, and we still get the EXP.
Arnin

12-24-03, 03:58 PM
Anyway, tell me, can a teleportation circle teleport a Tarresque. I just want to know for various scheming reasons.
Arnin

12-24-03, 04:06 PM
Originally posted by EmirikolTheChaotic
Even if you get through it's SR, a fall from 5,000 feet will still only cause 20d6, which is pretty much just a scratch to the tarrasque.

Why don't I just use "Suggestion" on the air and tell it to move away from the cylinder and go talk to it's friends. :rofl:
Israfel666

12-24-03, 07:09 PM
Finding bizarre ways to kill the Tarrasque is one of the favourite common pastimes on the What's a Player to Do? board. I suggest you just search one thread dealing with it and resurrect it with your question.

In one such thread, I remember falling damage was addressed over several pages. Since damage suffered from falling is limited, but from an object falling on you is not, s/o suggested to create a huge lead cube (polymorph any object / fabricate) and have it fall over the tarrasque - that would have surely dropped it to -30 hp straight.
Wizard

12-24-03, 07:15 PM
One funny thing is that 20th level barrbarians, to the untrained(read: non-player) eye, have slow fall and don't even need walls for it! Any 20th-level barb will have a Con of 22, so assuming average hp rolls, a barb can just...fall, and take the damage.

Krusk (after landing in the middle of a town after falling from an airship a few miles high): ARRRGHHH I LIKE IT!
Arnin

12-25-03, 02:12 PM
I invented a Vacuum Spell for basically this situation.

Vacuum
Sorc/Wiz 9
Components: V, M
Duration: 5 minutes per three levels.
Range: Infinitely tall cyclinder, 10 feet diameter per every 2nd level

Anything inside this cylinder is dealt 2d10 HP of damage per every 2nd level, to a maximum of 20d10 at level 20. Also, this vacuum gets rid of all air resistance, and makes it possible to deal MUCH more fall damage.
channel_dunlap

12-25-03, 02:22 PM
Vacuum
Sorc/Wiz 9
Components: V, M
Duration: 5 minutes per three levels.
Range: Infinitely tall cyclinder, 10 feet diameter per every 2nd level

Anything inside this cylinder is dealt 2d10 HP of damage per every 2nd level, to a maximum of 20d10 at level 20. Also, this vacuum gets rid of all air resistance, and makes it possible to deal MUCH more fall damage.

You should specify a max damage, or if you intend it to be d6/10ft with no cap, at least state that. Could be a very cool (if not slightly too much) spell. Also: Whats the material component?
Israfel666

12-25-03, 02:22 PM
Originally posted by Arnin
I invented a Vacuum Spell for basically this situation.

Vacuum
Sorc/Wiz 9
Components: V, M
Duration: 5 minutes per three levels.
Range: Infinitely tall cyclinder, 10 feet diameter per every 2nd level

Anything inside this cylinder is dealt 2d10 HP of damage per every 2nd level, to a maximum of 20d10 at level 20. Also, this vacuum gets rid of all air resistance, and makes it possible to deal MUCH more fall damage.
20d10 nonelemental damage in a 50-foot radius cylinder, no save, lasting duration??!! It'd better have a 1-hour casting time or a 5.000 gp material component, because otherwise this is possibly the most overpowered spell I've ever seen (just compare to meteor swarm)
Arnin

12-25-03, 02:29 PM
Sorry. Forgot the Material

Material Focus: Some kind of Metallic Chainmail gloves, worth at least 10,000 GP.

And it can be made permanent with permanency at the cost of 500 XP per level.

Look. I just started playing.
Israfel666

12-25-03, 02:49 PM
Originally posted by Wizard
One funny thing is that 20th level barrbarians, to the untrained(read: non-player) eye, have slow fall and don't even need walls for it! Any 20th-level barb will have a Con of 22, so assuming average hp rolls, a barb can just...fall, and take the damage.

Krusk (after landing in the middle of a town after falling from an airship a few miles high): ARRRGHHH I LIKE IT!
I hadn't noticed that before!!! :rofl: :rofl: :rofl: :rofl: :rofl: :rofl:
DarkerBunny

12-25-03, 04:29 PM
Is there anything those barbarians can't do? I submit that there is not.

DarkBunny
Raging since 1992
Bipolar Messiah

12-25-03, 04:45 PM
This is based on the 3.0 PHB, which does not specify if teh creature must fit within the circle... I would rule that the creature should fit at least half-way into the circle myself... perhaps epic level chars could expand the circle beyond its 5-ft radius....

BUT here's a prob... Teleportaion Circle functions as Teleport w/o Error, which in turn functions as Teleport (bear with me here)... sadly for your scheme, (and one of my own... :) ) Teleport requires that the creatures involved be willing....

But then again it also says that teleportation circles can be used as traps... so we can probably assume the abovce problem is a moot point...
The Simbul

12-25-03, 05:30 PM
Originally posted by Arnin
Ok. I was considering using it as a trap, and sending the Tarresque say, 5000 feet up into the air, which would kill it from the fall. That would make it really easy to kill.
Better Solution: Teleport it 1 foot above a Sphere of Annhilation
wdarkk

12-25-03, 05:53 PM
The scary thing is even that might not keep it killed, depending on interpretation.