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Teleport 5e dnd
Teleport 5e dnd














Crucially, we know from other places that Gygax definitely read Bester: on ENWorld he wrote, "That list was just a sampling of the SF authors I have read. Having recently read it, I'd say that it has at least a 90% correlation with the D&D spell. See also many other entries at TVTropes' Tele-Frag article.īut at this point I'm pretty confident in theorizing that the most immediate influence on the teleport spell itself is Alfred Bester's The Stars My Destination (1957). Clarke's Travel By Wire! (his first short story, 1937), de Camp and Pratt's Harold Shea stories (listed in Appendix N as the first among the "most immediate influences upon AD&D", 1941-), and possibly Star Trek, especially their "Day of the Dove" episode (1968). Some of my top prospects previously have been Arthur C. It certainly seems more SF than fantasy, but tracking that down in Appendix N is foiled because it doesn't list SF sources, only fantasy. If a careful study of the destination has been previously made, then the Magic-User has only a 1% chance of teleporting low and a 4% chance of coming in high (10-40 feet).įor some time I've wanted to identify what part of the literature most inspired this. A high score (91-100%) indicates a fall of from 10 to 100 feet, also possibly resulting in death. A low score (1-10%) means death if solid material is contacted. If the user is aware of the general topography of his destination, but has not carefully studied it, there is an uncertainty factor of 10% low and 10% high.

teleport 5e dnd teleport 5e dnd

Without certain knowledge of the destination teleportation is 75% uncertain, so a score of less than 75% of the percentile dice results in death. Teleport: Instantaneous transportation from place to place, regardless of the distance involved, provided the user knows where he is going (the topography of the arrival area). I previously wrote about it 4 years ago this month. In particular, that latter spell's instant-death possibility always looked out-of-synch with other spells or pulp fantasy traditions (e.g., consider spell-casting screwups which land Cugel the Clever on a different continent, or Harold Shea in the wrong plane of reality). The top examples in OD&D for me are probably the spells ESP, telekinesis, and teleport. Immediately after teleport, open the hole and get your quarry out.I do get a little weirded out when SF gets deeply injected into my fantasy. So, throw your bound and unconscious quarry in the hole, pick up the hole and, if your quarry doesn't spill out right away, teleport. If the creature is unconscious and bound though.? DMs call.

#TELEPORT 5E DND PORTABLE#

The portable hole also does have the drawback that they can roll to escape. You still don't need the water and water breathing, and you still only have ten minutes before they start to suffocate. But using a Portable Hole would work as it puts the creature in an extra dimensional space.

teleport 5e dnd

So you would just be carrying the unwilling creature in a bag. I don't think a bag of holding would work as it is just a bag that has an interior space considerably larger than its outside dimensions.

teleport 5e dnd

I think what UsurperofNessus is saying is that water breathing is still breathing and "Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate." Even fish in a fishbowl suffocate if you don't aerate the water or have enough space for natural aeration to occur faster than the fish uses up the oxygen. Monstrous Compendium Vol 3: Minecraft CreaturesĪ bag of holding filled with water, water breathing, and shackles?














Teleport 5e dnd