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I'm not sure where this went in the middle, but an emanation will disappear from where the player was and will appear where the player goes to. Plenty of Clerics can teleport these days, it's so common. No, it doesn't drag across the intervening 30 feet. If it's the "when it appears" or "enters it space" it would proc on the new space just like when it was originally cast.
I would not let it disappear and reappear again in the same place against an enemy that was already in the emanation (like you teleported 5 ft). I would classify this as unclear in the rules but simple to rule as a DM.
If your DM lets you be Auril (not really an Auril, is it?) then sure, go for it if your table finds it fun, but as has been said, 2014 mobs with 2024 rules can be trouble.
) But, if I were DM'ing, I'd probably just say, nope, it doesn't work. Teleportation is instantaneous, and the gap isn't long enough to count as leaving and entering again. But, of course, you do what's right for your table.
A gap is a gap, whether it is 1 turn, 1 second, 1 nanosecond. Thus, that‘s your own interpretation.
I agree it’s my interpretation. That’s why I said “if I were DM’ing.” While I’d also point out that terms like 1 second or 1 nanosecond don’t not exist in RAW. But you asked for thoughts, I gave my thoughts.
But, if I were DM'ing, I'd probably just say, nope, it doesn't work. Teleportation is instantaneous, and the gap isn't long enough to count as leaving and entering again. But, of course, you do what's right for your table.
Have to say that I don't see where the "the gap isn't long enough" idea comes from. He wants to Misty Step on his own turn and then use a legendary action to teleport after Player A takes his turn and then again after Player B takes his turn. So the gap between teleports would be a full turn of a player, that's got to be long enough for an emanation to process.
But, if I were DM'ing, I'd probably just say, nope, it doesn't work. Teleportation is instantaneous, and the gap isn't long enough to count as leaving and entering again. But, of course, you do what's right for your table.
Have to say that I don't see where the "the gap isn't long enough" idea comes from. He wants to Misty Step on his own turn and then use a legendary action to teleport after Player A takes his turn and then again after Player B takes his turn. So the gap between teleports would be a full turn of a player, that's got to be long enough for an emanation to process.
The issue isn’t between turns, it’s over the length of the misty step. The question is, if I’m 10’ away from a creature on one side, then misty step to be 10’ away on the other side, does that count as entering the emanation? Was there a blink where the target wasn’t in it as I misty step so they are considered having entered it. At least, that’s how I understand the question.
I agree it’s my interpretation. That’s why I said “if I were DM’ing.” While I’d also point out that terms like 1 second or 1 nanosecond don’t not exist in RAW. But you asked for thoughts, I gave my thoughts.
Be it as it may. Even without the trick, imho it would still be a solid choice for spellcasters when using the Boon of Fluid Forms, as that form hands them a bunch of condition immunities, 60ft fly without concentration, 1000ft telepathy, 120ft true sight, advantage on saving throws against spells and magical effects, and 2x Legendary Resistance for that hour. Plus the at-will Misty Step does not require spell slots, thus can be used the same turn you cast a 1+ spell. 95 (+20) hit points is not the greatest, but overall this does not look like a bad deal to me.
But, if I were DM'ing, I'd probably just say, nope, it doesn't work. Teleportation is instantaneous, and the gap isn't long enough to count as leaving and entering again. But, of course, you do what's right for your table.
Have to say that I don't see where the "the gap isn't long enough" idea comes from. He wants to Misty Step on his own turn and then use a legendary action to teleport after Player A takes his turn and then again after Player B takes his turn. So the gap between teleports would be a full turn of a player, that's got to be long enough for an emanation to process.
The issue isn’t between turns, it’s over the length of the misty step. The question is, if I’m 10’ away from a creature on one side, then misty step to be 10’ away on the other side, does that count as entering the emanation? Was there a blink where the target wasn’t in it as I misty step so they are considered having entered it. At least, that’s how I understand the question.
If I'm understanding you right, the same effect happens if you move back and forth on your turn so the creature reenters the Area of Effect.
I know it's not exactly the same since it isn't instantaneous with this example.
Not the question, but the reason for it. If it was as easy as moving in and out of a creature's space to proc the hit, then the question about misty step doing a similar thing is less likely to be asked.
I had checked that, but it only deals with equipment. There is nothing, which explains what happens to emanations. I would assume, that the Emanation will disappear and reappear as well. But that would also mean, that creatures which had been within the emanation at the start of the turn will take damage (if they have not already on this turn), when after the teleport (presumably 5ft) the emanation counts as entering their spaces, due to a brief interruption caused by the disappearance. Or is that assumption wrong?
The description you read includes the information you were looking for:
"Teleportation is a special kind of magical transportation. If you teleport, you disappear and reappear elsewhere instantly, without moving through the intervening space. This transportation doesn’t expend movement unless a rule tells you otherwise, and teleportation never provokes Opportunity Attacks."
It clearly states that you do NOT move through the intervening space. If you are not moving through the intervening space then anything in that space can NOT be affected by an emanation from you because you did NOT pass through the space. I think that makes it pretty clear that the emanation does nothing during the teleportation process. It has an effect when you start and reappears when you end the teleportation and has no effect on the space between where you start and end - only on the region included in the emanation at the start and end points.
The only question is if you chose to teleport and a location that was within the emanation before and again after the teleportation process - would that location be counted as "entering" the emanation at the end of the teleport for the purposes of resolving effects based on the first time a creature enters an emanation on a turn. I would say yes. Similar to how a character can move resulting in a creature leaving an emanation and then move back causing it to enter and triggering spell effects - I would rule that teleport would work the same way but you could find some DM variation in that ruling.
P.S. As for this Boon of Fluid Forms and the Auril (first form) stat block from Rime of the Frost Maiden - it seems fine. Auril is a CR9 Monstrosity and appears to be a valid choice for the feat. RAW there is no problem with this choice. I'd also say that allowing this or not has nothing to do with Good Faith interpretation of the rules - this rule doesn't require any interpretation - it is extremely clear as written that Auril (first form) would be a valid choice. A specific DM might decide they don't like it and will house rule it but the initial choice is certainly not beyond RAW or RAI. Finally, this is an epic boon, it only has an effect for level 19 or 20 characters and it is a once/day transformation for 1 hour. Compared to a lot of the other tier 4 shenanigans this is nothing :) ... and might even have some cool role play points ... so I wouldn't, personally, see any reason to ban it.
P.P.S. For comparison, pre-nerf Conjure Minor Elementals cast at level 8 - added 10d8 to every attack that hits. Combine this with a level 2 warlock/18 bard with spell sniper, agonizing blast and foresight and the character gets to make 4 attacks with advantage doing 4d10+40d8+24 damage each round (assuming 22 charisma) is about 226 damage every round - which is pretty decent. Luckily they nerfed CME so that level 8 will only do 6d8 extra damage or about 154 total on average. In comparison, a level 8 spirit guardians would do 8d8 or 36 damage on average (save for 1/2). Doing it 4 times in a round by legendary teleportation would be up to 144 damage (maybe 108 if they save 50% on average or 72 if they pass them all - not unlikely in tier 4 with high wis save, magic resistant creatures. Basically, the spirit guardian idea is cool but isn't that much different from already existing options - plus it is dependent on 105 temporary hit points - this spell caster is likely to become the primary target for many of the opponents - and all the extra benefits end after 105 hit points of damage ... so no, it isn't that big a deal (at least from my perspective as a DM).
Now, for example, if you teleport while you have Spirit Guardians("Range: Self" and Emanation spell) around you, it should still affect creatures when you reappear because "the Emanation enters a creature’s space", like you and Davyd mentioned earlier.
This is the correct answer. You can use misty step to trigger spirit guardians, conjure woodland being, and cacophonic shield because by virtue of the player reappearing in a space the emanation is entering the space of the on that turn. It says that you "you disappear and reappear elsewhere instantly, without moving through the intervening space." When you disappear the emanation disappears as well since it's centered on you and then when you reappear it reappears as well making the emanation enter the area on that turn. This is a very creative use of the boon of fluid forms and honestly isn't that overpowered considering the other things you can do with a level 19 full caster. The boon of fluid forms is one of the best if not the best epic boon feat. The limitations that shapechange has, having to see the creature first and having to concentrate on the spell, aren't present with the current wording of the boon of fluid forms.
This may not be the most broken thing that you can do with the boon of fluid forms, but it is still a really awesome idea. Here's a few others cool things you can do with it. There's becoming a hydra, farming more heads for more attacks, and using conjure minor elementals to easily make 10+ attacks on a turn. You can become a magic sensor, gain magic resistance, and potentially suppress magic items with the talon beast. You can gain cold and fire immunity from the young remorhaz and gain a burrow speed so it's difficult to target you all while you concentrate on say conjure celestials making an ancient red dragon somewhat trivial to you. The Athar Null from planescape has a counter spell like reaction (specifically not a spell) and evasion for all saves. The fraternity of order law bender also from planescapes can do quite a bit as well. You can make 3 attacks and either incapacitate a creature or cast one of its at will spells like fly or dispel magic. It also has a bonus action teleport and a reaction that's basically using a luck point 3 times per day.
But, if I were DM'ing, I'd probably just say, nope, it doesn't work. Teleportation is instantaneous, and the gap isn't long enough to count as leaving and entering again. But, of course, you do what's right for your table.
Have to say that I don't see where the "the gap isn't long enough" idea comes from. He wants to Misty Step on his own turn and then use a legendary action to teleport after Player A takes his turn and then again after Player B takes his turn. So the gap between teleports would be a full turn of a player, that's got to be long enough for an emanation to process.
The issue isn’t between turns, it’s over the length of the misty step. The question is, if I’m 10’ away from a creature on one side, then misty step to be 10’ away on the other side, does that count as entering the emanation? Was there a blink where the target wasn’t in it as I misty step so they are considered having entered it. At least, that’s how I understand the question.
Since all teleports are instantaneous, there is certainly a reasonable case to be made that there is no gap in emanation coverage. (I'm not actually dead sure what the trick is, due to the once per turn clause, but I'm quite sure the DM is on solid ground to say it won't work.)
Since all teleports are instantaneous, there is certainly a reasonable case to be made that there is no gap in emanation coverage. (I'm not actually dead sure what the trick is, due to the once per turn clause, but I'm quite sure the DM is on solid ground to say it won't work.)
The idea, as I understood it, was to move across the map from one creature/group to the next one on ones own turn and then do extra hops between creatures with the legendary actions.
I could certainly agree with the thinking that teleporting in place wouldn't work but then again as you say, that is already limited but the once per turn limit.
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I'm not sure where this went in the middle, but an emanation will disappear from where the player was and will appear where the player goes to. Plenty of Clerics can teleport these days, it's so common. No, it doesn't drag across the intervening 30 feet. If it's the "when it appears" or "enters it space" it would proc on the new space just like when it was originally cast.
I would not let it disappear and reappear again in the same place against an enemy that was already in the emanation (like you teleported 5 ft). I would classify this as unclear in the rules but simple to rule as a DM.
If your DM lets you be Auril (not really an Auril, is it?) then sure, go for it if your table finds it fun, but as has been said, 2014 mobs with 2024 rules can be trouble.
I agree it’s my interpretation. That’s why I said “if I were DM’ing.” While I’d also point out that terms like 1 second or 1 nanosecond don’t not exist in RAW. But you asked for thoughts, I gave my thoughts.
Have to say that I don't see where the "the gap isn't long enough" idea comes from. He wants to Misty Step on his own turn and then use a legendary action to teleport after Player A takes his turn and then again after Player B takes his turn. So the gap between teleports would be a full turn of a player, that's got to be long enough for an emanation to process.
The issue isn’t between turns, it’s over the length of the misty step. The question is, if I’m 10’ away from a creature on one side, then misty step to be 10’ away on the other side, does that count as entering the emanation? Was there a blink where the target wasn’t in it as I misty step so they are considered having entered it. At least, that’s how I understand the question.
There is no gap then. 0 means no gap. So if there is a gap, it can't be 0.
Further if there is no gap that would mean the emanation would not disappear during the teleportation.
Be it as it may. Even without the trick, imho it would still be a solid choice for spellcasters when using the Boon of Fluid Forms, as that form hands them a bunch of condition immunities, 60ft fly without concentration, 1000ft telepathy, 120ft true sight, advantage on saving throws against spells and magical effects, and 2x Legendary Resistance for that hour. Plus the at-will Misty Step does not require spell slots, thus can be used the same turn you cast a 1+ spell. 95 (+20) hit points is not the greatest, but overall this does not look like a bad deal to me.
If I'm understanding you right, the same effect happens if you move back and forth on your turn so the creature reenters the Area of Effect.
I know it's not exactly the same since it isn't instantaneous with this example.
While true, misty step and other teleportations don't provoke OAs, which I think was at least part of the point.
I can't see how provoking an OA or not has anything to do with the questions here.
Not the question, but the reason for it. If it was as easy as moving in and out of a creature's space to proc the hit, then the question about misty step doing a similar thing is less likely to be asked.
The description you read includes the information you were looking for:
"Teleportation is a special kind of magical transportation. If you teleport, you disappear and reappear elsewhere instantly, without moving through the intervening space. This transportation doesn’t expend movement unless a rule tells you otherwise, and teleportation never provokes Opportunity Attacks."
It clearly states that you do NOT move through the intervening space. If you are not moving through the intervening space then anything in that space can NOT be affected by an emanation from you because you did NOT pass through the space. I think that makes it pretty clear that the emanation does nothing during the teleportation process. It has an effect when you start and reappears when you end the teleportation and has no effect on the space between where you start and end - only on the region included in the emanation at the start and end points.
The only question is if you chose to teleport and a location that was within the emanation before and again after the teleportation process - would that location be counted as "entering" the emanation at the end of the teleport for the purposes of resolving effects based on the first time a creature enters an emanation on a turn. I would say yes. Similar to how a character can move resulting in a creature leaving an emanation and then move back causing it to enter and triggering spell effects - I would rule that teleport would work the same way but you could find some DM variation in that ruling.
P.S. As for this Boon of Fluid Forms and the Auril (first form) stat block from Rime of the Frost Maiden - it seems fine. Auril is a CR9 Monstrosity and appears to be a valid choice for the feat. RAW there is no problem with this choice. I'd also say that allowing this or not has nothing to do with Good Faith interpretation of the rules - this rule doesn't require any interpretation - it is extremely clear as written that Auril (first form) would be a valid choice. A specific DM might decide they don't like it and will house rule it but the initial choice is certainly not beyond RAW or RAI. Finally, this is an epic boon, it only has an effect for level 19 or 20 characters and it is a once/day transformation for 1 hour. Compared to a lot of the other tier 4 shenanigans this is nothing :) ... and might even have some cool role play points ... so I wouldn't, personally, see any reason to ban it.
P.P.S. For comparison, pre-nerf Conjure Minor Elementals cast at level 8 - added 10d8 to every attack that hits. Combine this with a level 2 warlock/18 bard with spell sniper, agonizing blast and foresight and the character gets to make 4 attacks with advantage doing 4d10+40d8+24 damage each round (assuming 22 charisma) is about 226 damage every round - which is pretty decent. Luckily they nerfed CME so that level 8 will only do 6d8 extra damage or about 154 total on average. In comparison, a level 8 spirit guardians would do 8d8 or 36 damage on average (save for 1/2). Doing it 4 times in a round by legendary teleportation would be up to 144 damage (maybe 108 if they save 50% on average or 72 if they pass them all - not unlikely in tier 4 with high wis save, magic resistant creatures. Basically, the spirit guardian idea is cool but isn't that much different from already existing options - plus it is dependent on 105 temporary hit points - this spell caster is likely to become the primary target for many of the opponents - and all the extra benefits end after 105 hit points of damage ... so no, it isn't that big a deal (at least from my perspective as a DM).
This is the correct answer. You can use misty step to trigger spirit guardians, conjure woodland being, and cacophonic shield because by virtue of the player reappearing in a space the emanation is entering the space of the on that turn. It says that you "you disappear and reappear elsewhere instantly, without moving through the intervening space." When you disappear the emanation disappears as well since it's centered on you and then when you reappear it reappears as well making the emanation enter the area on that turn. This is a very creative use of the boon of fluid forms and honestly isn't that overpowered considering the other things you can do with a level 19 full caster. The boon of fluid forms is one of the best if not the best epic boon feat. The limitations that shapechange has, having to see the creature first and having to concentrate on the spell, aren't present with the current wording of the boon of fluid forms.
This may not be the most broken thing that you can do with the boon of fluid forms, but it is still a really awesome idea. Here's a few others cool things you can do with it. There's becoming a hydra, farming more heads for more attacks, and using conjure minor elementals to easily make 10+ attacks on a turn. You can become a magic sensor, gain magic resistance, and potentially suppress magic items with the talon beast. You can gain cold and fire immunity from the young remorhaz and gain a burrow speed so it's difficult to target you all while you concentrate on say conjure celestials making an ancient red dragon somewhat trivial to you. The Athar Null from planescape has a counter spell like reaction (specifically not a spell) and evasion for all saves. The fraternity of order law bender also from planescapes can do quite a bit as well. You can make 3 attacks and either incapacitate a creature or cast one of its at will spells like fly or dispel magic. It also has a bonus action teleport and a reaction that's basically using a luck point 3 times per day.
Since all teleports are instantaneous, there is certainly a reasonable case to be made that there is no gap in emanation coverage. (I'm not actually dead sure what the trick is, due to the once per turn clause, but I'm quite sure the DM is on solid ground to say it won't work.)
The idea, as I understood it, was to move across the map from one creature/group to the next one on ones own turn and then do extra hops between creatures with the legendary actions.
I could certainly agree with the thinking that teleporting in place wouldn't work but then again as you say, that is already limited but the once per turn limit.