

I make the cost 1000 gp and it takes a long rest which includes you designing your own rune sequence, making the circle, and using magic to infuse the chalks and inks into the stone.īecause for an adventurer having to spend 50 gold a day is at least 18 grand and spending a year in game on the same area.

* - (rare chalks and inks infused with precious gems worth 50 gp, which the spell consumes) You need not use the circle to teleport when you cast the spell in this way. You can create a permanent teleportation circle by casting this spell in the same location every day for one year. You can commit a new sigil sequence to memory after studying it for 1 minute. You can learn additional sigil sequences during your adventures. When you first gain the ability to cast this spell, you learn the sigil sequences for two destinations on the Material Plane, determined by the GM. Each such circle includes a unique sigil sequence-a string of magical runes arranged in a particular pattern. Many major temples, guilds, and other important places have permanent teleportation circles inscribed somewhere within their confines. Any creature that enters the portal instantly appears within 5 feet of the destination circle or in the nearest unoccupied space if that space is occupied. A shimmering portal opens within the circle you drew and remains open until the end of your next turn. This could be important because perhaps both Wally and Suzie have ranged spells that they want to fire off as soon as Bob is in range - depending on when gravity acts to pull Bob downwards, one of them will have the chance (barring a readied action) to act first.ģ) A character who would be forced into hindering terrain by a power gets a saving throw to halt their movement and fall prone in the closest safe square, IIRC.Monstrous Compendium Vol 3: Minecraft CreaturesĪs you cast the spell, you draw a 10-foot-diameter circle on the ground inscribed with sigils that link your location to a permanent teleportation circle of your choice whose sigil sequence you know and that is on the same plane of existence as you. Since the 9.8m/s^2 calculations don't convert well to 5' squares and 6-second rounds, we have the issue of:Ģa) How many feet does Bob fall per round? and Logically as soon as he poits into open air, he should start falling. Teleportation's always tricky, and raises the following questions:ġ) Can an eladrin use Fey Step to escape a grapple?Ģ) What initiative does gravity act on? For instance, Wally Wizard acts on initiative 20, Bob Barbarian acts on initiative 15, and Suzie Sorceror acts on initiative 7.īob is fighting Wally and Suzie, steps on a trap during his turn that teleports him 30 squares (150 feet) straight up. The intent, obviously, is not to allow a power to knock a target 10-20 feet into the air - otherwise the possibility of Controllers turning into air-juggle combo masters would be insane.īut is it explicitly forbidden in the rules? On that note, is there anything in RAW that says a push/pull/slide must be horizontal movement?
Dnd 5e teleport vie tree full#
If it were to succeed I might rule that he has desperaely grabbed you and negates your ability to land agilely, hence you both crash to the ground, falling prone and taking the full damage. I might give the Monster a ST in the air when you appear next to it. I imagine you are trained in acrobacy and hoping to roll high enough on your acrobacy check to reduce the 2d10 dmg to something insignificant. I also have a nagging memory that I read this at the WOTC FAQ and the responsive was negative.Īs for you're example of teleporting yourself into the air up alongside the moster. It seems unfair that teleport should be superior in this regard. And usually monsters and PCs have a ST to be able to resist slides off bridges.

This could be very easy to abuse, teleporting a monster 30 feet into the air is effectively adding 3d10 to the damage. then I would allow it with no qualms.Īs for using it against enemies. Personally, if you were using your eladrin teleport power or warlock power to move upwards to a defensive position (a roof nearby or up a tree etc.
