Everyone is wrong! (or maybe it's just me)


Advice


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.Everyone is wrong! (or maybe it's just me)
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So far every post I have read about this spell, the poster has misused used the spell.
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(I'm asking my players to stop reading here! Venom, Sparky, Cid!)

Using it wrong:

The spell I am talking about is "teleport trap".

According to Pathfinder rules the area you are redirecting any teleportation movement must be within the area of the spell:

http://www.d20pfsrd.com/magic/all-spells/t/teleport-trap

"Teleport trap wards an area, redirecting all teleportation into or out of the area to a specific point within the area determined by you at the time of casting. The destination must be an open space on a solid surface."

So... you CAN NOT use teleport trap to redirect interlopers into the sun, the bottom of the lake, halfway around the world, etc.

It looks like you have to redirect any traffic into a specific spot within the 40-ft cube a level area specified in the "teleport trap" spell.

While this is helpful, I fail to see how that really stops a party of PCs. It merely slows them down for a round or two. (of course the defender will hopefully have something in the destination area to hinder/attack these intruders).

I am wrong here? Or can I use teleport trap to send unwanted teleport traffic somewhere outside of my castle?


Nope. You have to follow the spell and send the teleporter to a certain area within the spell's limits.

Quote:

Range medium (100 ft. + 10 ft./level)

Area one 40-ft. cube/level (S)

Basically you look at the spell's range, and you build the shapable area to that point. Once you assign the shapable cubes you pick a point within all of those cubes and all teleportations go to that points.

A 40 foot cube is really big so you should be able to cover an entire room with the spell in most cases. That would allow you to send the teleporter to the other side of the room if you want that to be "specific point".

It does not allow you to send them into the sun or the other side of the planet since the that is outside the area of a a medium range spell and the cubes.


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as I suspected, wraithstrike.

Talk of the sun and what not were examples I found from other threads on these boards. They didn't make sense to me.


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.well I found what I needed so I'm good.

Thanks for the quick reply, Wraith!


You are welcome.


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Mind you setting it up to teleport them ontop of the pressure plate which dumps them into a pit full of spikes or other nasties might be amusing.


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If you just lay the cubes in a line, a 13th level caster (the minimum for this spell) can redirect teleports 520 feet away. That's probably outside of your castle.


I would argue the bottom of the lake is indeed an open space on a solid surface. My definition of "open space" would equate to "unoccupied square". Otherwise RAW would argue with RAI. But, when all else fails, the top of a pressure plate on a spike pit, as stated above, works just fine.


a) It's 40 ft per level, that's as mpl said a square of 520 feet on either side. That's alot.

b) Read the full spell, you can chain multiple castings of this spell to cover an even bigger area

c) See the examples on the bottem of the spell description. You can use it to teleport them into cells or stone crypts or other things like that.

d) Also, you know EXACTLY where a teleporting enemy will appear, so you don't have to keep watch everywhere, just that spot.

e) I guess you can teleport them into a place where they immediately trigger a trap. Or ten. The pressure plate might be debateable as you could say it's not really a "solid surface" (bit nitpicking I admit) but if you can cast this spell you shouldn't have a problem setting up some magical triggers that blow them to hell the second they appear.

Sczarni

Build a ?x5 room behind a wall with no windows or doors.... and have a proximity trap, when someone is in there, it starts filling with water.which doesn't drain until after the duration of water breathing


1 person marked this as FAQ candidate.

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my interpretation of the rules would suggest you could not have any walls blocking off where you want the designated landing spot for these intruding teleporters. There would need to be (some) open space from where they were teleporting into and where you direct them to.
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However, that doesn't necessary fit with the examples they gave below:

"Pathfinders of the Grand Lodge make use of permanent teleport traps in several key locations, trapping would-be intruders in a small wing of jail cells. At least one crypt of the Whispering Tyrant makes use of the spell as well, trapping grave robbers in coffin-sized stone cysts, there to die a slow and agonizing death from thirst and starvation."

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It seems like the intent of the spell does not match up with the RAW of the spell.


Who says the entire area of the spell has to be open air? It specifically says in the spell it overlaps solid barriers and liquids in its area, so just make sure that you make it big enough to go through your stone walls to the 5x5x5 featureless room you built. While it is unlikely anyone will want to teleport there to activate the trap, it is necessary for it to be "warded" as well to allow you to send people there.

For added fun, coat your little death spot with lead so that they can't be picked up with Divination magic. Their friends will think the teleported into non-existance


Just have a cubic room with no exit be the deposit point for the teleport trap. Make it stone walls and led coated or more exotic materials depending on your budget (Lead coated adamntium anyone?).

No you won't be able to get them out of your home with the spell but you can put them any darn place you want WITHIN the spell. Alarm the room/cube on the inside and whenever anyone tries to port into your guarded area you will know immediately. They can waste more spells to get out (without other teleports as an option) or they can stay and starve/sufficate.

Heck you can even have a conditional Anti magic zone to activate whenever the room is occupied by anyone you do not specify. So they port in, antimagic goes up, they are stuck.


Gilfalas wrote:
Heck you can even have a conditional Anti magic zone to activate whenever the room is occupied by anyone you do not specify. So they port in, antimagic goes up, they are stuck.

Now that is just plain mean. I like it.


Quatar wrote:

ae) I guess you can teleport them into a place where they immediately trigger a trap. Or ten. The pressure plate might be debateable as you could say it's not really a "solid surface" (bit nitpicking I admit) but if you can cast this spell you shouldn't have a problem setting up some magical triggers that blow them to hell the second they appear.

A pressure plate is still "solid", it's just not "fixed".


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

My lich uses this spell on his hidden phylactery chamber. When someone discovers the location and teleports there, they instead appear in an identical chamber, and are forced to deal with a deadly array of traps and adversaries. If they survive, then they destroy a false phylactery and leave, all the while thinking they've gained the upper hand over the lich.

Lantern Lodge

Use the spell to tele them into a room with wall of force holding the ceiling up with false pillars and the exit on the other side of the wall of force. Caster dispels wall of force and ceiling falls on party game over.


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A teleport trap can drop someone to the inside of a teleportion circle and from there teleport them to the surface of a nice unoccupied asteroid, though.

-TimD


danielc wrote:
Now that is just plain mean. I like it.

Thank you but I think TimD was even better.

TimD wrote:
A teleport trap can drop someone to the inside of a teleportion circle and from there teleport them to the surface of a nice unoccupied asteroid, though.

And in theory since the teleport effects are instantaneous, they could never realise what happened.

And make sure that asteroid is in close orbit to the main stellar body in your world. Does resist fire/fire immunity stop radiation damage...?


Gilfalas wrote:
danielc wrote:
Now that is just plain mean. I like it.

Thank you but I think TimD was even better.

TimD wrote:
A teleport trap can drop someone to the inside of a teleportion circle and from there teleport them to the surface of a nice unoccupied asteroid, though.

And in theory since the teleport effects are instantaneous, they could never realise what happened.

And make sure that asteroid is in close orbit to the main stellar body in your world. Does resist fire/fire immunity stop radiation damage...?

Or vacuum damage? It'd be rough to breathe on the surface of an airless asteroid.

Grand Lodge

I have tried, and failed, to find rules concerning radiation.


if you can get access to d20 future they put together rules for radiation poisoning and radiation sickness, it would be a good start point.


Wouldn't they Implode instantly in open space? Id rule it a insta death no save if stuck in space.


Dragonamedrake wrote:

Wouldn't they Implode instantly in open space? Id rule it a insta death no save if stuck in space.

Neah.

People used to be concerned in the early days of the space program that someone exposed to vacuum might explode from internal pressure, but that turns out to be not true. It's been tested with monkeys and stuff, and there was at least one case where an astronaut was accidentally exposed to about 30 seconds of hard space with no real lasting harm.

On the other hand, they'd better hope they have a silent spell metamagic rod ready to go, because I don't think they're casting anything with a verbal component in space, lol.

Lantern Lodge

If i recall correctly an ion stone of water breathing allows u to survive in space the problem is the radiation but soe1 can easily wish for immunity to radiation to cover that.


I'm very happy that you brought the spell Teleport Trap to my attention! Not having read it thoroughly and carefully in the past, I hadn't realized just how awesome it is!

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  • Effectiveness - If you fail the save, you're dumped into the trap. If you succeed on the save, you don't teleport at all!

  • Area - A minimum-level casting covers a half-acre of real estate to a height of 40'. That's enough to cover all of Castle Neuschvanstein, top to bottom, in three castings. With Permanency, that would cost just under 25,000 gp.

  • Duration - It lasts a minimum of 13 days, which makes a non-permanent casting still quite worthwhile. I've even been in dungeons where casting this would have been worthwhile.

I understand why other posters are trying to come up with extreme and deadly places to trap intruders, but I'd be a little more cautious, and a little more mundane, than most. I'd build a rather typical "jail cell" with the floor, ceiling, and three walls made of stone (possibly reinforced with iron), and the fourth wall made of steel bars. I'd post guards outside of it, of course, but also consider adding further magical protection in the form of permanent spells like:
Alarm (to warn of intruders)
Symbol of Revelation (to reveal hidden intruders)
Symbol of Stunning (to disable intruders)


TimD wrote:

A teleport trap can drop someone to the inside of a teleportion circle and from there teleport them to the surface of a nice unoccupied asteroid, though.

-TimD

Well, no. Because the trap stops the circle from teleporting them out of the trap. You might be able to do it by dropping them onto an area of Contingency Reverse Gravity (still a solid surface) which then ejects them onto the Circle which is itself just outside the area.

But this is looking quite expensive.


Psion-Psycho wrote:
If i recall correctly an ion stone of water breathing allows u to survive in space the problem is the radiation but soe1 can easily wish for immunity to radiation to cover that.

Ioun stone lets you breath but that would be it. The Necklace of Adaptation is what allows you to live in a the vacuum of space. I beleive it was one of the examples in the item's description that it protects you there.

Mudfoot wrote:
Well, no. Because the trap stops the circle from teleporting them out of the trap. You might be able to do it by dropping them onto an area of Contingency Reverse Gravity (still a solid surface) which then ejects them onto the Circle which is itself just outside the area.

You could get a mechanical 'trap/false floor' that would withdraw after folks arrived in the teleport trap cell. Just a wood floor retracting into the wall and dropping people say 6 inches down to another area that was just outside the Teleport Traps effect. Teleport Circle would be inscribed on that surface, covering it completely and once they come into contact with it, bamf, out they go to your other destination.

Yes it would be a game of inches but totally possible.


I like cyanide gas filled adamantine 10'h x40 'l x40'w box.


Mudfoot wrote:
TimD wrote:

A teleport trap can drop someone to the inside of a teleportion circle and from there teleport them to the surface of a nice unoccupied asteroid, though.

-TimD

Well, no. Because the trap stops the circle from teleporting them out of the trap.

I'm assuming that as the defender is the creator of both the teleport trap and teleport circle they would intentionally exclude uses of the circle. I likely should have spelled that out more clearly.

Teleport Trap wrote:
At your discretion, the teleport trap can exclude a category of creatures, such as an alignment, a type of creature, or creatures that carry a specific item or know a password (though this only works if the creature is teleporting out of the area, not into it).


Why do we assume that the Pathfinder Universe has a vacuum in space?


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

AD, unless it's spelled out otherwise in the game, we assume everything mimics reality to some extent. Up is up, down is down, sky is blue, gravity functions, water cures thirst, poison cures life, etc.

Paizo Employee Creative Director

Adamantine Dragon wrote:
Why do we assume that the Pathfinder Universe has a vacuum in space?

First off... there's no one "Pathfinder Universe." That encompasses all campaigns that utilizes the Pathfinder rules. Some of those might have vacuum in space, some might not, some might not have outer space at all.

In Golarion, the official setting of the Pathifnder RPG, there is vacuum in outer space—we've said as much many times in the various Golarion books, but primarily in "Distant Worlds."


James, that was more or less my point. I would have no problem if someone wanted to create a Pathfinder universe that mimicked Classical Greece's view of the cosmos which assumed air existed all the way through the celestial realm. It might even be pretty cool.

Dark Archive

Teleport Trap is a fun spell. No, you can't set it to send someone into the sun, unless the sun is within the area affected by the spell. There are a lot of fun placed to shift people to though.

From what I understand, an "open space on a solid surface" can include a trapped area, but not one with an inherent and unavoidable hazard, at least that exists when the spell is cast. So no setting up a bonfire then declaring it as the destination, but yes on setting up a fire in the destination you just set.

But then I got to thinking about a situation where the entire area affected by the spell is considered a hazard of some kind (on fire, underwater, etc.) I'm pretty sure this won't cause the spell to fail, so maybe I'm wrong about what counts as a clear space.

What's a clear space then? At this point I'm assuming "clear space" is just one not filled completely in with solid stone, or perhaps a clear space is just one in which a character may occupy.

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