
reefwood |
This spell functions like teleport, except that there is no range limit and there is no chance you arrive off target. In addition, you need not have seen the destination, but in that case you must have at least a reliable description of the place to which you are teleporting. If you attempt to teleport with insufficient information (or with misleading information), you disappear and simply reappear in your original location. Interplanar travel is not possible.
I know this spell removes the chance of being Off Target, but what about arriving at a Similar Area or having Mishap?
And what happens if you telelport into a tree or boulder? Are you trapped? Take damage? Die?

Simon Legrande |

Quote:This spell functions like teleport, except that there is no range limit and there is no chance you arrive off target. In addition, you need not have seen the destination, but in that case you must have at least a reliable description of the place to which you are teleporting. If you attempt to teleport with insufficient information (or with misleading information), you disappear and simply reappear in your original location. Interplanar travel is not possible.I know this spell removes the chance of being Off Target, but what about arriving at a Similar Area or having Mishap?
And what happens if you telelport into a tree or boulder? Are you trapped? Take damage? Die?
Then the second part of the description applies. Either you get to exactly where you're trying to go or you disappear then reappear in your original location.

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If you have even the slightest correct clue about where you're going, GT will get you there, barring any protections on the target site.
If you're totally off the beam, by having been fed completely false information about where you're going, you'll simply just waste the spell.

Kain Darkwind |

If you have even the slightest correct clue about where you're going, GT will get you there, barring any protections on the target site.
That's debatable. "a reliable description of the place to which you are teleporting"
Slightest correct clue does not necessarily translate to 'reliable description'
Moreover, if you are teleporting to a place to which you have a reliable description of another place, you could end up someplace where you did not intend to go, but that was a valid target given your input.
If for instance, you were fed information about 'the mayor's house' and teleported there only to find yourselves within a trap or prepared cell that still matched the description of the area.

Ravingdork |

LazarX wrote:Anyone who teleports blind... is accepting the risks that such entails.Yes, but this thread is about greater teleport. That one is risk-free.
Agreed. Such risks do not apply to greater teleport, hence the higher level slot investiture.

Kain Darkwind |

KaeYoss wrote:Agreed. Such risks do not apply to greater teleport, hence the higher level slot investiture.LazarX wrote:Anyone who teleports blind... is accepting the risks that such entails.Yes, but this thread is about greater teleport. That one is risk-free.
Disagreed. LazarX is responding to my point, and even greater teleport carries those risks.

concerro |

You must have some clear idea of the location and layout of the destination. The clearer your mental image, the more likely the teleportation works. Areas of strong physical or magical energy may make teleportation more hazardous or even impossible.
This spell functions like teleport, except that there is no range limit and there is no chance you arrive off target. In addition, you need not have seen the destination, but in that case you must have at least a reliable description of the place to which you are teleporting. If you attempt to teleport with insufficient information (or with misleading information), you disappear and simply reappear in your original location. Interplanar travel is not possible.
By my reading either the spell is successful or you don't teleport. There is no possibility to teleport to the wrong area.
edit:I believe teleporting blind would be the same as "insufficient information" since you don't have enough information to go anywhere.

KaeYoss |

Ravingdork wrote:Disagreed. LazarX is responding to my point, and even greater teleport carries those risks.KaeYoss wrote:Agreed. Such risks do not apply to greater teleport, hence the higher level slot investiture.LazarX wrote:Anyone who teleports blind... is accepting the risks that such entails.Yes, but this thread is about greater teleport. That one is risk-free.
Read the rules. Greater teleport is totally risk-free.
LazarX might think that wrong and want everyone who uses teleportation to run a risk, but that's house-rule country.

reefwood |
I appreciate all the responses. This is the situation that came up in my game... which is pretty benign... but I want to get a handle on it now just in case it comes up in a more important way later.
A character walked 4 miles through a forest and wanted to use greater teleport to return along the same path by teleporting in 360 ft intervals the whole way. However, visibility in the forest extends about 80 ft on average. My thinking was that he could not teleport blindly every 360 ft because even though he walked the path recently, he made no effort to memorize every tree and bush (it's dense and there are a lot), so I didn't think he could accurately teleport every 360 ft without ending up in a tree eventually. His thinking was that once he has passed through an area, he can teleport there forever.
I don't think the rules explicitly address this either way, but I feel like passing through an area where everything looks the same isn't the same as stating an at least somewhat distinct location, such as "I teleport to the magic shop or the top of the mountain." You know, if you need to know the location, and you can't really recall the specifics, it seems like this would fail or put you in any random spot in the forest.

Kain Darkwind |

Kain Darkwind wrote:Ravingdork wrote:Disagreed. LazarX is responding to my point, and even greater teleport carries those risks.KaeYoss wrote:Agreed. Such risks do not apply to greater teleport, hence the higher level slot investiture.LazarX wrote:Anyone who teleports blind... is accepting the risks that such entails.Yes, but this thread is about greater teleport. That one is risk-free.Read the rules. Greater teleport is totally risk-free.
LazarX might think that wrong and want everyone who uses teleportation to run a risk, but that's house-rule country.
I've read the rules. Greater teleport is risk free from arriving off of your destination. There is nothing that suggests that actual said destination is A) free of risk or B) the destination you 'thought' you were headed for.
Again, example. You think you are headed to Carny Circus, a place of magic and wonder, where clowns delight children and laughter flows freely. You're going to meet Big Strong, a kindly quest important character.
However, your reliable description of a circus tent, set up near the Blackwood Forest, with such and such landmarks and such and such features, is actually a slaver's trap. Description accurate, successful teleport. Intended destination, not so much.

ZappoHisbane |

I've read the rules. Greater teleport is risk free from arriving off of your destination. There is nothing that suggests that actual said destination is A) free of risk or B) the destination you 'thought' you were headed for.
For point A, you're correct. Point B, you need to reread this part:
If you attempt to teleport with insufficient information (or with misleading information), you disappear and simply reappear in your original location.

KaeYoss |

I've read the rules. Greater teleport is risk free from arriving off of your destination. There is nothing that suggests that actual said destination is A) free of risk or B) the destination you 'thought' you were headed for.
B: See above
A: Of course not, but that's not greater teleport's problem. The teleporting process itself is totally risk-free. If you are going to be eaten by a grue as soon as you arrive, that's not the spell's fault (it's because you teleported into a dark place without a light source).

Kain Darkwind |

Kain Darkwind wrote:I've read the rules. Greater teleport is risk free from arriving off of your destination. There is nothing that suggests that actual said destination is A) free of risk or B) the destination you 'thought' you were headed for.For point A, you're correct. Point B, you need to reread this part:
PRD, Greater Teleport wrote:If you attempt to teleport with insufficient information (or with misleading information), you disappear and simply reappear in your original location.
Misleading to what though? As to what awaits you there? If someone says "Your Macguffin is in Greyhawk Castle" and gives you an accurate description of Greyhawk Castle, but is lying about the MacGuffin, the spell will call b.s.? If someone describes their 'quaint little village' to you but fails to mention it is overrun by ravenous undead and demons, the spell will pick up on that and keep you safely out of there? I don't think so.

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I appreciate all the responses. This is the situation that came up in my game... which is pretty benign... but I want to get a handle on it now just in case it comes up in a more important way later.
A character walked 4 miles through a forest and wanted to use greater teleport to return along the same path by teleporting in 360 ft intervals the whole way. However, visibility in the forest extends about 80 ft on average. My thinking was that he could not teleport blindly every 360 ft because even though he walked the path recently, he made no effort to memorize every tree and bush (it's dense and there are a lot), so I didn't think he could accurately teleport every 360 ft without ending up in a tree eventually. His thinking was that once he has passed through an area, he can teleport there forever.
I don't think the rules explicitly address this either way, but I feel like passing through an area where everything looks the same isn't the same as stating an at least somewhat distinct location, such as "I teleport to the magic shop or the top of the mountain." You know, if you need to know the location, and you can't really recall the specifics, it seems like this would fail or put you in any random spot in the forest.
Where's he getting all of that teleportation from? You only get one jump per spell.

Kain Darkwind |

You know, if you need to know the location, and you can't really recall the specifics, it seems like this would fail or put you in any random spot in the forest.
I agree, and unless you were specifically ok with 'any random spot in the forest', greater teleport would fail.
I usually require a landmark, which would require specifically acquainting yourself with a particular point of a featureless area like 'trackless jungle'
I also have to second LazarX's question....that's quite a bit of teleporting.

VonGonda |

I see nothing wrong with that. Sure they will need 15 spells per mile that will run them about 4 (4 level 7 spells) days each mile. so they end up in the forest for 2 weeks at a minimum.
Yes you can walk that same distance in about 2 hours, but if they want to use that many spells and camp in a dark forest full of random mobs than i say let them go for it.

reefwood |
reefwood wrote:You know, if you need to know the location, and you can't really recall the specifics, it seems like this would fail or put you in any random spot in the forest.I agree, and unless you were specifically ok with 'any random spot in the forest', greater teleport would fail.
I usually require a landmark, which would require specifically acquainting yourself with a particular point of a featureless area like 'trackless jungle'
I also have to second LazarX's question....that's quite a bit of teleporting.
Ha, yeah, that is a lot of teleporting. The character is a cohort (Hound Archon) who has greater teleport at-will, so he can use it all day long. He is doing this is to leave a trail of continual flames (also at-will) along the path for others to find, and he wanted to teleport instead of walk to avoid slowing down the rest of the group who are riding must faster undead mounts (so they can double move/hustle endlessly without tiring). Although, now that I type this out, I realize that leaving a light every 360 ft would not have done much good since you wouldn't be able to see them that far apart anyway.
Like I said earlier, this example is pretty benign. The path of lights is not going to make any difference in the game, but the Hound Archon being able to teleport to ANY location that he has ever been seems like it could be a bit much. Especially if the location looks likes dozens or hundreds of other nearby locations, and he made no effort to remember this specific location. If I walk through a forest, I will remember certain spots very well, but it would be impossible for me to think back (without making any prior effort to remember) to what it looked like every 300 ft.
I know this is fantasy, so the impossible is possible, but I am trying to base this on the wording of the spell. It seems totally fine for the Hound Archon to teleport to every notable place he has ever been, along with any other place he has made the effort to note. However, in this instance it seems like he was lacking the proper info to complete the task, and therefore, the spell would fail due to insufficient info. So yeah, I think this is how I will handle it.
And also, it looks like it would be impossible to accidentally teleport into a tree. Though, what would happen if you did this? Perhaps...someone has dominated you and successfully orders you to do this? Can you purposefully teleport into an object? Would it kill you?

Drejk |

No, you can not teleport into an object. Teleport spells do not dematerialize and reassemble you back in another place like Star Trek teleport technology. So you literly bump from object if you attempt to do so.
This is also covered by general Conjuration rule:
A creature or object brought into being or transported to your location by a conjuration spell cannot appear inside another creature or object, nor can it appear floating in an empty space. It must arrive in an open location on a surface capable of supporting it.

Khuldar |

Ha, yeah, that is a lot of teleporting. The character is a cohort (Hound Archon) who has greater teleport at-will, so he can use it all day long. He is doing this is to leave a trail of continual flames (also at-will) along the path for others to find, and he wanted to teleport instead of walk to avoid slowing down the rest of the group who are riding must faster undead mounts (so they can double move/hustle endlessly without tiring). Although, now that I type this out, I realize that leaving a light every 360 ft would not have done much good since you wouldn't be able to see them that far apart anyway.
Here's an easy answer: The Hound Archon (a good outsider) uses his greater teleport to get away from the party willingly trafficking in the powers of undeath (an evil act). Alternatively, roll initiative.
I'm sure there is a valid reason for this, but that just stuck me as wrong.
I would allow a distance and direction as a valid description for a destination. "360 feet due north" precisely defines where you are going. You run a higher risk when using it this way, as you could be porting over a pool of lava. I would also allow "the other side of this door" even though you can't see it and have no idea what exactly is there. Greater Teleport is a very high level spell, I'm willing to cut it some slack, particularly when it is duplicating things dimension door was doing 3 spell levels earlier.
My opinion, YMMV, check with your GM,etc....

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Ha, yeah, that is a lot of teleporting. The character is a cohort (Hound Archon) who has greater teleport at-will, so he can use it all day long. He is doing this is to leave a trail of continual flames (also at-will) along the path for others to find, and he wanted to teleport instead of walk to avoid slowing down the rest of the group who are riding must faster undead mounts (so they can double move/hustle endlessly without tiring). Although, now that I type this out, I realize that leaving a light every 360 ft would not have done much good since you wouldn't be able to see them that far apart anyway.
Like I said earlier, this example is pretty benign. The path of lights is not going to make any difference in the game, but the Hound Archon being able to teleport to ANY location that he has ever been seems like it could be a bit much. Especially if the location looks likes dozens or hundreds of other nearby locations, and he made no effort to remember this specific location. If I walk through a forest, I will remember certain spots very well, but it would be impossible for me to think back (without making any prior effort to remember) to what it looked like every 300 ft.
I know this is fantasy, so the impossible is possible, but I am trying to base this on the wording of the spell. It seems totally fine for the Hound Archon to teleport to every notable place he has ever been, along with any other place he has made the effort to note. However, in this instance it seems like he was lacking the proper info to complete the task, and therefore, the spell would fail due to insufficient info. So yeah, I think this is how I will handle it.
And also, it looks like it would be impossible to accidentally teleport into a tree. Though, what would happen if you did this? Perhaps...someone has dominated you and successfully orders you to do this? Can you purposefully teleport into an object? Would it kill you?
So it's a problem YOU set up for yourself by allowing a cohort with unlimited teleportation. That's an abject lesson in and of itself.
And no you can't teleport into an object even deliberately, you'll get bounced into the nearest open space, although you will take damage.

Kain Darkwind |

So it's a problem YOU set up for yourself by allowing a cohort with unlimited teleportation. That's an abject lesson in and of itself.And no you can't teleport into an object even deliberately, you'll get bounced into the nearest open space, although you will take damage.
He never said it was a problem, he asked questions regarding how to rule on it.

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LazarX wrote:He never said it was a problem, he asked questions regarding how to rule on it.
So it's a problem YOU set up for yourself by allowing a cohort with unlimited teleportation. That's an abject lesson in and of itself.And no you can't teleport into an object even deliberately, you'll get bounced into the nearest open space, although you will take damage.
I'd say the answer is... it can't be done. One piece of swamp is like another and if you don't have something distinguishing about your destination, you're not going anywhere. Which is also why if you find yourself in a space in absolute darkness without any special vision, you can't teleport to another area in that same darkness.

reefwood |
No, you can not teleport into an object. Teleport spells do not dematerialize and reassemble you back in another place like Star Trek teleport technology. So you literly bump from object if you attempt to do so.
This is also covered by general Conjuration rule:
Quote:A creature or object brought into being or transported to your location by a conjuration spell cannot appear inside another creature or object, nor can it appear floating in an empty space. It must arrive in an open location on a surface capable of supporting it.
Thank you! This pretty much rounds out the info I wanted.
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LazarX wrote:He never said it was a problem, he asked questions regarding how to rule on it.
So it's a problem YOU set up for yourself by allowing a cohort with unlimited teleportation. That's an abject lesson in and of itself.And no you can't teleport into an object even deliberately, you'll get bounced into the nearest open space, although you will take damage.
Yes, exactly. I just want to do this right, and what is "right" wasn't entirely clear to me, so that's why I was asking for info on rules, and opinions on rules that are open to interpretation.

reefwood |
While the cohort may be able to cast continual flame at will, did the party provide enough ruby dust to do be able to cast it so often?
It's a spell-like ability*, so there are no components.
*I know this is debatable since the book says (Sp) in the creature entry but (Su) in the back of the book for Archon sub-type, but I'm going with (Sp), and I assume a material component wouldn't be necessary for (Su) either.

Mistwalker |

I seem to recall reading in the books (and here on the forums from the developpers) that spells and spell-like abilities that have expensive material components still need to be used / provided.
Otherwise, summoning certain creatures would allow PCs to make a fortune (say, like with the hound archon, making continual flame torches and selling them).

wraithstrike |

I seem to recall reading in the books (and here on the forums from the developpers) that spells and spell-like abilities that have expensive material components still need to be used / provided.
Otherwise, summoning certain creatures would allow PCs to make a fortune (say, like with the hound archon, making continual flame torches and selling them).
SLA's and SU's don't require components. There are already loopholes in the game to break the economy if a player wants to do so.

reefwood |
Mistwalker wrote:SLA's and SU's don't require components. There are already loopholes in the game to break the economy if a player wants to do so.I seem to recall reading in the books (and here on the forums from the developpers) that spells and spell-like abilities that have expensive material components still need to be used / provided.
Otherwise, summoning certain creatures would allow PCs to make a fortune (say, like with the hound archon, making continual flame torches and selling them).
Also, spells by summoned creatures end when the summon ends:
Summoning: A summoning spell instantly brings a creature or object to a place you designate. When the spell ends or is dispelled, a summoned creature is instantly sent back to where it came from, but a summoned object is not sent back unless the spell description specifically indicates this. A summoned creature also goes away if it is killed or if its hit points drop to 0 or lower, but it is not really dead. It takes 24 hours for the creature to reform, during which time it can't be summoned again.
When the spell that summoned a creature ends and the creature disappears, all the spells it has cast expire. A summoned creature cannot use any innate summoning abilities it may have.
But yes, the PCs could retire and open up a shop if they wanted.

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Mistwalker wrote:SLA's and SU's don't require components. There are already loopholes in the game to break the economy if a player wants to do so.I seem to recall reading in the books (and here on the forums from the developpers) that spells and spell-like abilities that have expensive material components still need to be used / provided.
Otherwise, summoning certain creatures would allow PCs to make a fortune (say, like with the hound archon, making continual flame torches and selling them).
My house rule on this is simple. A Hound Archon CAN cast Continual Flame at will. But only one such flame can be in existence for any Archon at any time.

KaeYoss |

ZappoHisbane wrote:Misleading to what though? As to what awaits you there? If someone says "Your Macguffin is in Greyhawk Castle" and gives you an accurate description of Greyhawk Castle, but is lying about the MacGuffin, the spell will call b.s.? If someone describes their 'quaint little village' to you but fails to mention it is overrun by ravenous undead and demons, the spell will pick up on that and keep you safely out of there? I don't think so.Kain Darkwind wrote:I've read the rules. Greater teleport is risk free from arriving off of your destination. There is nothing that suggests that actual said destination is A) free of risk or B) the destination you 'thought' you were headed for.For point A, you're correct. Point B, you need to reread this part:
PRD, Greater Teleport wrote:If you attempt to teleport with insufficient information (or with misleading information), you disappear and simply reappear in your original location.
Misleading as to the destination itself, not its danger level.
That means if someone describes to you the great castle 100 miles north of here with its 30' walls made of black marble, but it's actually 50 miles west of here and has 60' granite walls, your teleport fails.
If the guy gives you an accurate description for Port Peril but "forgets" to mention the Great Old One street war that's been raging there for years, the spell gets you there.
There are probably corner cases, though: If all you have is "Iour-And is a tranquil forest glade in the middle of this forest" while it's actually a perpetual war zone between insane dryads and blighted treants, the spell will probably fizzle - the information you have doesn't fit. There is no tranquil glade in that forest.
If the guy told you "It's a large forest glade in the exact centre of the forest, 30 miles west of here." You will probably get there, though.
It's obviously not an exact science.
Wise men avoid trying to find the exact definition of what the spell is supposed to discount as insufficient and misleading, in order to avoid having dice thrown at them by their fellow men. (And women, if you insist on that)

KaeYoss |

wraithstrike wrote:My house rule on this is simple. A Hound Archon CAN cast Continual Flame at will. But only one such flame can be in existence for any Archon at any time.Mistwalker wrote:SLA's and SU's don't require components. There are already loopholes in the game to break the economy if a player wants to do so.I seem to recall reading in the books (and here on the forums from the developpers) that spells and spell-like abilities that have expensive material components still need to be used / provided.
Otherwise, summoning certain creatures would allow PCs to make a fortune (say, like with the hound archon, making continual flame torches and selling them).
I like my ruling a lot better:
"Of course there is nothing in the rules saying you can't summon a hound archon to make all those torches for you to sell. However, the rules also totally lack anything saying that a star archon with 19 levels of fighter and the advanced simple template applied 19 times won't teleport next to you and start hitting you with everything he's got (which is a lot).
So why don't we just agree to play nice all around?"
Very effective, that. Especially if you "happen to accidentally drop" a page that contains what seems to the casual observer to be a PFRPG stat block titled "Slayer of Munchkins, Advanced (19x) Star Archon Fighter 19, CR 57"
Excuse me, I just had an idea for a character concept... }>

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For point A, you're correct. Point B, you need to reread this part:
PRD, Greater Teleport wrote:If you attempt to teleport with insufficient information (or with misleading information), you disappear and simply reappear in your original location.
You can have insufficient information about a place "A forest clearing", which is hopelessly vague. The spell would fail.
You can have highly detailed descriptions of locations, that are still misleading, insofar as a place matching that description doesn't exist ("A forest glade, containing a colossal red and yellow striped circus tent", when the circus has not yet arrived in the county), in which case the spell fails.
You can have perfectly accurate descriptions of places, that do exist (such as the aforementioned circus tent), yet you may have been misled about the nature of the location, or the motives of those who have invited you there (evil cannibalistic clowns), so that the place may not be beneficial. The spell would take you there.
Now here's a fourth possibility for everyone to ponder;
What to do in the case of a description of a destination that is not 'insufficient' (i.e. it is very detailed), and is not 'misleading', (in that such a place does exist), but it is not the only example of such a place?
A troupe of good clowns take their red and yellow tent round the country, delighting the public. A troupe of evil clowns commission an identical tent, and follow the other clowns' route, picking up curious punters for their cookpot.
If you focus on the appearance of just the tent, which circus do you turn up at? Do you dice for it?
What if you focus on the appearance of the tent, and the surrounding clearing (as you remember it), but don't realise the good clowns have moved on last week, and an identical tent, full of evil clowns now stands in that very clearing?
Sometimes, you can get exactly what you ask for, and still not be happy.

wraithstrike |

ZappoHisbane wrote:For point A, you're correct. Point B, you need to reread this part:
PRD, Greater Teleport wrote:If you attempt to teleport with insufficient information (or with misleading information), you disappear and simply reappear in your original location.You can have insufficient information about a place "A forest clearing", which is hopelessly vague. The spell would fail.
You can have highly detailed descriptions of locations, that are still misleading, insofar as a place matching that description doesn't exist ("A forest glade, containing a colossal red and yellow striped circus tent", when the circus has not yet arrived in the county), in which case the spell fails.
You can have perfectly accurate descriptions of places, that do exist (such as the aforementioned circus tent), yet you may have been misled about the nature of the location, or the motives of those who have invited you there (evil cannibalistic clowns), so that the place may not be beneficial. The spell would take you there.
Now here's a fourth possibility for everyone to ponder;
What to do in the case of a description of a destination that is not 'insufficient' (i.e. it is very detailed), and is not 'misleading', (in that such a place does exist), but it is not the only example of such a place?
A troupe of good clowns take their red and yellow tent round the country, delighting the public. A troupe of evil clowns commission an identical tent, and follow the other clowns' route, picking up curious punters for their cookpot.
If you focus on the appearance of just the tent, which circus do you turn up at? Do you dice for it?
What if you focus on the appearance of the tent, and the surrounding clearing (as you remember it), but don't realise the good clowns have moved on last week, and an identical tent, full of evil clowns now stands in that very clearing?Sometimes, you can get exactly what you ask for, and still not be happy.
My understanding of the spell is that either you go where you want to go or the spell fails.
If you have enough information that teleport could get you to the correct spot then greater teleport should work.
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But the question remains;
What if the 'correct' spot (ie perfectly detailed and accurate description, that perfectly matches a place that actually exists) isn't where you really want to go?
Imagine a paranoid king creates a secret teleport chamber in his castle, with highly specific angles to the walls, detailed carvings and draperies, and gives orders that the room is to be left undisturbed, so that it provides a foolproof beacon for himself and his trusted agents to travel to.
Now imagine, one of those trusted agents rebels, or a spy enters the castle, finds the secret chamber, and records the details with perfect accuracy (maybe a summoned dao, with doubleplusgoodstonecunning memorises the exact proportions). This traitor defects, and builds an exact copy of the secret teleport chamber, in the Rebel Alliance headquarters.
When the king, or one of his trusted agents, teleports while visualising the secret chamber, where do they appear?
Do 50% of their subsequent journeys go awry?
If not, why not?
What if the king and his trusted agents are on campaign, the rebel baron (as yet, not unmasked) persuades a new maid to go in the secret room and clean up? Change the throws, take the rug to be beaten, throw a cloak over that ugly gargoyle? The king, and his agents decide to return home, to drum up reinforcements. When they port, visualising the secret room as it was (and still is, at Rebel HQ) do they automatically fall into the rebels' hands?
If not, why not?

Ravingdork |

But the question remains;
What if the 'correct' spot (ie perfectly detailed and accurate description, that perfectly matches a place that actually exists) isn't where you really want to go?
Imagine a paranoid king creates a secret teleport chamber in his castle, with highly specific angles to the walls, detailed carvings and draperies, and gives orders that the room is to be left undisturbed, so that it provides a foolproof beacon for himself and his trusted agents to travel to.
Now imagine, one of those trusted agents rebels, or a spy enters the castle, finds the secret chamber, and records the details with perfect accuracy (maybe a summoned dao, with doubleplusgoodstonecunning memorises the exact proportions). This traitor defects, and builds an exact copy of the secret teleport chamber, in the Rebel Alliance headquarters.
When the king, or one of his trusted agents, teleports while visualising the secret chamber, where do they appear?
Do 50% of their subsequent journeys go awry?
If not, why not?What if the king and his trusted agents are on campaign, the rebel baron (as yet, not unmasked) persuades a new maid to go in the secret room and clean up? Change the throws, take the rug to be beaten, throw a cloak over that ugly gargoyle? The king, and his agents decide to return home, to drum up reinforcements. When they port, visualising the secret room as it was (and still is, at Rebel HQ) do they automatically fall into the rebels' hands?
If not, why not?
The rebels' plan to capture the king and his agents via wrongful teleportation would not work. The king and his agents are undoubtedly thinking of their chamber in their castle when they cast the spell. That's as much an important detail as the exact dimensions and other window dressings you described.

reefwood |
The rebels' plan to capture the king and his agents via wrongful teleportation would not work. The king and his agents are undoubtedly thinking of their chamber in their castle when they cast the spell. That's as much an important detail as the exact dimensions and other window dressings you described.
I agree. The chamber being inside a certain castle would be an important detail, so even if there is a duplicate chamber somewhere else, it would not "attract" teleporters going to the chamber in this castle.
Now if the only info that the teleporter had was about the chamber and nothing about the structure that held the chamber, then I could see either chamber being an appropriate place to end up. How do you decide? Well, the standard teleport seems to like going to the closest appropriate location, so I would go with that.
A better (or more likely) scenario may be if you told about a hut (or castle) that is beside a river at the edge of where the forest meets the plains. If there happen to be three rivers that run from the forest to plains, and each one has a hut (or castle) at that location, I could see each of those locations being a possible end point, and I would place the teleporter at the closest one.
Also, I don't think that redecorating a location would be enough to cause greater teleport to fail. Even if you throw a sheet over the gargoyle statue, the gargoyle statue is still there. But if you were to destroy or significantly alter the chamber (i.e. stoneshape for a stone room or simply bashing down a wall or two), that could arguably make the intended place cease to exist, so the spell would fail. And even this would be up to GM interpretation and could be gauged on how much the GM wants it to cost the PCs.

Stubs McKenzie |
It is odd to me that so many people in this thread seem to think that the inanimate objects within the spells proposed location (both spatially and organizationally) are vital to the spells success, but the people within, or animated objects aren't at all. I do understand where the idea would come from, but at least one very obvious loophole jumps forth... lets say you are looking for the Sword of Ultimate Good(SUG), and you know it is in 1 of 20 different cities. You know these cities well enough from books and such, and attempt to teleport to each in turn with the condition that the SUG be within the city. By many folks interpretations of the spell 19 of those 20 would fail, and 1 would work, thereby doing all the work for you. Lets say that you are looking for a person instead, someone that travels with a circus, and you know all of the stops they make along a given circuit... you would be able to find them just by attempting to jump to each location until one worked.
What if you know a 10 mile stretch of trail like the back of your hand, you know every bush and pebble... if someone erects a tent on the side of the road where you were about to jump to, would the spell then fail just because the landscape has slightly changed? What if it was a small hut instead of a tent? What if you wanted to teleport back to your castle but there was a landslide that took out the north wall and the barracks?
I think when teleporting it is important to have solid general information about the location in which you want to jump, which does not only have to include permanent structures, but is also not stopped by specific changes within that area. If you want to jump back to your room at the inn, you should be able to do so, whether or not the room, in its entirety, has been turned into a cage by putting bars on all the doors and windows. As well, if you want to jump to your favorite clearing in the woods from childhood you should be able to, even if the community has grown and built houses in that area, as long as it still resembles the clearing of your youth. The only time i would say the spell fails in that regard is if the general location has changed so much that it no longer resembles in much of any way shape or form the spot you once knew (aka Pompeii before vs after the volcano eruption, major terraforming, etc). If you want to teleport to the grand castle of a distant king, but only have paintings and descriptions of what it was like in its heyday, you should be able to as long as it is still standing and such, even if it hasnt seen a living creature in 500 years, and has been thoroughly plundered.

wraithstrike |

But the question remains;
What if the 'correct' spot (ie perfectly detailed and accurate description, that perfectly matches a place that actually exists) isn't where you really want to go?
Imagine a paranoid king creates a secret teleport chamber in his castle, with highly specific angles to the walls, detailed carvings and draperies, and gives orders that the room is to be left undisturbed, so that it provides a foolproof beacon for himself and his trusted agents to travel to.
Now imagine, one of those trusted agents rebels, or a spy enters the castle, finds the secret chamber, and records the details with perfect accuracy (maybe a summoned dao, with doubleplusgoodstonecunning memorises the exact proportions). This traitor defects, and builds an exact copy of the secret teleport chamber, in the Rebel Alliance headquarters.
When the king, or one of his trusted agents, teleports while visualising the secret chamber, where do they appear?
Do 50% of their subsequent journeys go awry?
If not, why not?What if the king and his trusted agents are on campaign, the rebel baron (as yet, not unmasked) persuades a new maid to go in the secret room and clean up? Change the throws, take the rug to be beaten, throw a cloak over that ugly gargoyle? The king, and his agents decide to return home, to drum up reinforcements. When they port, visualising the secret room as it was (and still is, at Rebel HQ) do they automatically fall into the rebels' hands?
If not, why not?
Let me put it this way. You exactly where you intend to go or the spell fails. <--That is what I saying. I don't feel like writing in legalese so let me know if you are arguing semantics.

KaeYoss |

Let me put it this way. You exactly where you intend to go or the spell fails. <--That is what I saying. I don't feel like writing in legalese so let me know if you are arguing semantics.
Death to legalese. These semantics arguments for rules are so tiring. There are so many nicer things to waste time on.
Like statting that 19x Advanced Star Archon Fighter 19 I mentioned earlier.
That was fun. And I get to scare my players now :). "Hey, wanna earn 107374182400 XP the hard way? Then keep looking for those loopholes!" Not that they try that stuff.

reefwood |
It is odd to me that so many people in this thread seem to think that the inanimate objects within the spells proposed location (both spatially and organizationally) are vital to the spells success, but the people within, or animated objects aren't at all. I do understand where the idea would come from, but at least one very obvious loophole jumps forth...
You bring up some good examples, and it is helping to fine tune my thinking of this. I agree that basic redecorating shouldn't be enough to change a location, but a significant transformation or destruction seems like it would. Also, this spell is based off regular teleport which calls for "some clear idea of the location and layout of the destination," so that seems to lean more toward the overall structure (of the land or building) being enough. Keeping this in mind for a couple of your example...
I don't see how the SUG example would work. Not if you just described the city and added that the SUG was there (i.e. The port city on the southeastern shore of Elfland...with the SUG.) Though, I could see how some interpretations might allow this because pretty much everything is an object (building, mountain, etc). For me, at best, it might work if every city was somehow identical with the only structural difference being the place where the SUG was held, but since it is more about layout, you'd have to know the layout of this unique room, so the outside city details may not matter anyway, nor would it matter if the sword was there or not.
And I don't think people would be a part of layout.
Also, I think this depends on what the DM has in store and provides some leeway. If the players use this spell foolishly, there is room to allow it to fail. If they use it well, there also seems room for it to work even if they don't have it exactly right. And I don't think a "trap destination" will exist unless the DM wants it to happen, and an "incorrect destination" might be more problematic unless the DM has this other place already figured out. But it could be easy enough to send the party one town over if their info was off and that seems like an appropriate "failure" for failing to get the proper info, especially if time is important. And no matter what, this shouldn't be a way for the DM to needlessly punish players, just like players shouldn't use this spell to break the game either.

Ravingdork |

wraithstrike wrote:
Let me put it this way. You exactly where you intend to go or the spell fails. <--That is what I saying. I don't feel like writing in legalese so let me know if you are arguing semantics.Death to legalese. These semantics arguments for rules are so tiring. There are so many nicer things to waste time on.
Like statting that 19x Advanced Star Archon Fighter 19 I mentioned earlier.
That was fun. And I get to scare my players now :). "Hey, wanna earn 107374182400 XP the hard way? Then keep looking for those loopholes!" Not that they try that stuff.
You statted it out? Can I see?

wraithstrike |

wraithstrike wrote:
Let me put it this way. You exactly where you intend to go or the spell fails. <--That is what I saying. I don't feel like writing in legalese so let me know if you are arguing semantics.Death to legalese. These semantics arguments for rules are so tiring. There are so many nicer things to waste time on.
Like statting that 19x Advanced Star Archon Fighter 19 I mentioned earlier.
That was fun. And I get to scare my players now :). "Hey, wanna earn 107374182400 XP the hard way? Then keep looking for those loopholes!" Not that they try that stuff.
I don't know if Snorter was doing that, but that habit is becoming annoying.
If I could make a sig it would read "Debate the point or go home."
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Sorry if anyone thinks I'm being an ass; my aim is to nail down these situations because they could easily come up in a game, especially at the level at which PCs are throwing around spells of that level, and their opponents are likely to be higher level still.
My players have just hit level 12, and the last adventure (at level 11) was filled with teleportation, dimension dooring, d-stepping, shadow-walking....it was pif, paf, poof, zip, zap, kabamf every encounter, and that's with the possibility of meeting something on the journey, deviation, or jumping into a solid rock (which happened once, non-fatally). Three PCs and an NPC had some form of remote viewing, telepathic bonding, and/or instant travel, so there was a lot of it going on.
I don't mind any of that, partly as the scenario had some heinous terrain (thanks, Wolfgang), which probably assumed the use of such measures, and partly as the players being careful and precise over their intent.
My worry is that once they get access to Greater Teleport, which as pointed out above, used to be named Teleport without Error, they will become utterly blase and lazy about their intent, at precisely the time they should be more on their guard, since the opposition should be anticipating the use of their teleportation tactics.
I'm trying to have a serious discussion on the actual limitations and drawbacks of teleportation (especially to remotely-viewed or casually-described targets), since I don't want a) my game to descend into tedious bashing of the 'I-Win' button, nor b) to kill my PCs, either through enemy win-buttons, or allowing them to fall into a lazy mode of play based on a misguided belief that 'everyone knows greater teleport is 100% safe'.