can i send a teleport trap to an antimagic field?


Rules Questions


I'm starting a level 20 game, and was curious if i could use the teleport trap spell to send people to an anti-magic field. the setting is a war between hellknights and the church of rovagug, adapted for a homebrew world, and i wanted an explanation to "why don't you just teleport in there yourself? that would save a lot of time and effort!"


Mean to the PC answer, would be to consider the area a 'False Destination'...

Quote:
“False destination” is a place that does not truly exist or if you are teleporting to an otherwise familiar location that no longer exists as such or has been so completely altered as to no longer be familiar to you. When traveling to a false destination, roll 1d20+80 to obtain results on the table, rather than rolling d%, since there is no real destination for you to hope to arrive at or even be off target from.

A neutral answer, would be to consider the area similar to a Forbiddance spell, when you attempt to teleport there nothing happens and they lose the spell.

Quote:
Forbiddance seals an area against all planar travel into or within it. This includes all teleportation spells (such as dimension door and teleport), plane shifting, astral travel, ethereal travel, and all summoning spells. Such effects simply fail automatically.

or as per the teleport Similar area...

Quote:
Similar Area: You wind up in an area that's visually or thematically similar to the target area. Generally, you appear in the closest similar place within range. If no such area exists within the spell's range, the spell simply fails instead.

A nice answer, would be to let them teleport in...

"An antimagic field suppresses any spell or magical effect used within, brought into, or cast into the area, but does not dispel it."
Since an antimagic field suppresses any spell brought in you could say it doesn't affect the person until they materializes.

Another answer would be that it traps them in the Astral Plane.

Quote:
Teleportation is instantaneous travel through the Astral Plane. Anything that blocks astral travel also blocks teleportation.

Antimagic field doesn't say it extends into other planes, so when you teleport you move though the astral plane to the location, but them can't rematerialize on the material plane.


As for stopping teleport you could use forbiddance, its not expensive 1500gp + 1500gp per 60-foot cube and its permanent.

You could also have a teleportation trap that leads to an area that when anyone enters automatically triggers a antimagic spell (thus they could teleport in, but then wouldn't have access to magic). The antimagic room is sealed, and then filled with boiling hot water (not many creatures have non-magical water breathing and non-magical fire immunity).

Sczarni

Slendor; I'd go with that contingency spell... as soon as someone materializes in the oubliette, the field triggers. The only problem with this method is that a spell like "mind blank" would mean the trap is not set off, so you might wish to also have it trigger activated by a pressure plate (which would be thwarted by a flying mage). So there would be ways to not trigger it, but generally it would be triggered on arrival. No save if the conditions are met.

Then the next problem you have is: how do you make an anti-magic field permanent? That is a real head scratcher.


Set the teleport destination on a safe, flat surface... That is actually a trapdoor with awaiting dispelling effect (to negate eventual fly magic) that will be triggered by the weight of teleported creature(s) and drop them into antimagic field.

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