Dimension Door and "Open space"


Rules Questions


Dimension Door states: If you arrive in a place that is already occupied by a solid body, you and each creature traveling with you take 1d6 points of damage and are shunted to a random open space on a suitable surface within 100 feet of the intended location.

So if you're on the 2nd floor of a building, could it conceivably teleport you onto another floor?


the easy answer is to read the spell.
Dim Door:C(3-4) "...You always arrive at exactly the spot desired—whether by simply visualizing the area or by stating direction." and teleportation school
so you have two ways to define the end location. In a 2 story building with a roof from the second floor you could go to; the grounds around the building (the range is long), the first floor, your floor, or the roof. If your verbal directions (or description) are off by a bit that's okay as "you always arrive at exactly the spot desired" and the Game interprets that as a Square (5*5*5ft cube) so there's room for some error in a measurement given in foot distance and direction.

Intervening common walls, obstructions, etc are not a problem. Line of Sight isn't needed and Line of Effect is via the astral plane.

The damage caveat exists because you may not have line of sight and teleporting into a square with a wall or mount in it is usually not good. So you take a little damage and land somewhere close by. No biggie. At worst a pedantic GM will roll some dice and get a new distance, see where the spherical radius intersects with the spell range, then choose a suitable landing site.


Yonman wrote:
So if you're on the 2nd floor of a building, could it conceivably teleport you onto another floor?

Dimension door can 100% teleport you to another floor. If you're asking if it can shunt you to another floor because your intended destination on the 2nd floor was occupied by a solid body, then it also definitely can.

Dimension door wrote:
If you arrive in a place that is already occupied by a solid body, you and each creature traveling with you take 1d6 points of damage and are shunted to a random open space on a suitable surface within 100 feet of the intended location.

Even if there is a suitable open space immediately next to the invalid space you intended, the shunted location is chosen at random from available spaces with both no solid bodies in them and a suitable surface to support you. So it could be anywhere within the 100 feet of the intended destination (and if there isn't you take more damage and it finds a random space within 1,000 feet). So it'll either be where the GM decides works best for whomever, or require them to assign some numbers to each location and roll randomly, but it'll be their call in either case.

Note that dimension door can move you to a space floating in air or onto a surface that can't support you ie. ""100 feet straight up!" or "The other side of that door," (a room with a sunken floor or it's an elevator shaft), but in the case of being shunted because the space is occupied, the new random destination will be both open and on a suitable surface.


So, what if one of your party members has an intervening object, does the entire group get relocated or just that one person?


Yonman wrote:
So, what if one of your party members has an intervening object, does the entire group get relocated or just that one person?

This is probably a non issue in practical sense. You aren't necessarily locked to a rotational orientation so as long as everyone is still making a 5ft chain of bodies, how you come out doesn't exactly have to match how you went in, and thus if a table would bisect your cleric, the cleric can just for the sake of simplicity, time, and everyone's sanity, just appear 5ft to the left of that table.

Now maybe you get your math wrong and your wizard accidentally D-Door's half the party past the edge of a room such that one party member isn't in the wall but the "center" of the group is. In this case, I'd argue since it's the wizard traveling and everyone else following him, if this "center" or majority would be forced into a wall, everyone thus travels together through this shunting effect. It also would be rather harsh to forcibly split the party after teleporting them into potentially the unknown and also inflicting them with potentially a significant amount of damage, especially if you are traveling blindly in or near a mountain.


Yonman wrote:
So, what if one of your party members has an intervening object, does the entire group get relocated or just that one person?

that is a non-issue.

a) the GM determines a suitable (random) landing point.
b) On a problem the spell uses a 3 step process to determine landing point and damage, the final being 1+2+4=7d6 dmg and spell failure.
c) the caster sets the spell's DC and other particulars so the group relies on his rolls, aka 'yall just baggage'. So if the baggage doesn't fit in the space see b) above.
note: the 1000ft displacement is from the destination, so in a long range Dim Door that is in addition to the range of the spell, so that could be 40*(10 +CL) +1000 feet.

Advice
I feel it is "best practice" to tell the GM during play "I'm memorizing this point as a landing spot for a teleport" so you both know where you'll land if a short while later you get into trouble.

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