So Thunderstep makes a loud noise when performed but what about Misty Step, Shadow Step, Fey Step or Teleport? Completely quiet or any sound? Thank you.
Misty Step and Teleport are both cast with a verbal component, so there is that noise at the point of departure, but after that there is indication of loud or even noticeable noise at the arrival point.
Misty Step and Teleport are both cast with a verbal component, so there is that noise at the point of departure, but after that there is indication of loud or even noticeable noise at the arrival point.
Interesting story element here. I wonder how many spells have to be spoken very loudly like Gandalf in LotR movies...or if they can be yelled or whispered...
Most spells do have a verbal component, so some sound will be made. The volume of that sound is vague, though.
At my table, if a player casts a spell, the verbal component will be at a normal conversational volume. If the player wants to whisper the spell to avoid detection, you can have them roll a Stealth check first, or modify the DC of the Perception roll that other creatures would need to notice the spell being cast.
Alternately, you could establish a rule that requires the caster to succeed on some sort of skill check or ability score check before attempting to cast a spell in a restricted fashion, whether that means casting the spell by whispering, or casting a somatic spell with two broken fingers on one hand.
Either way, the important thing is to speak to the players in advance, to clearly set forth the rules of play, so that all sides can agree on them before the situation arises in which a disagreement over rules stalls or even derails the action and narrative of the game.
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Tayn of Darkwood. Lvl 10 human Life Cleric of Lathander. Retired.
Ikram Sahir ibn Malik al-Sayyid Ra'ad, Second Son of the House of Ra'ad, Defender of the Burning Sands. Lvl 9 Brass Dragonborn Sorcerer + Greater Fire Elemental Devil.
Viktor Gavriil. Lvl 20 White Dragonborn Grave Cleric, of Kurgan the God of Death.
I took the OP's question differently. Instead of dealing with the V portion of the casting, I thought s/he was asking about the noise level the actual spell makes.
If you enjoy having a more physics/realistic aspect to your game, keep in mind that after something teleports there's suddenly void in that area. When this happens in water it's known as "cavitation" and makes quite some noise as the water claps together filling the void where the object was. The noise is a particular issue when it happens to propellers of submarines trying to stay stealthy. Mantis Shrimp use the shock-wave force of their claw cavitation to stun prey.
Now, this means that most likely any variety of "teleporting" where a person or object is suddenly moved, could result in the air cavitating and making a mini thunderclap. On the flip side, the air where the person/object re-materializes has to move out of the way; this would also create some sound and wind. Depending on what else is in the area the wind could disturb papers, small flying creatures, and such.
I seem to remember way back in.... I think it was AD&D, 2.5 maybe, that the spell description of Teleport actually specified that a popping sound can be heard at the caster's departure and at their arrival point due to the movement of the surrounding air.
I'd have to go look it up to confirm which edition of the PHB that was in, and I've just gotten nice and comfy in my jammies, so I'm not moving right now. Sorry.
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Tayn of Darkwood. Lvl 10 human Life Cleric of Lathander. Retired.
Ikram Sahir ibn Malik al-Sayyid Ra'ad, Second Son of the House of Ra'ad, Defender of the Burning Sands. Lvl 9 Brass Dragonborn Sorcerer + Greater Fire Elemental Devil.
Viktor Gavriil. Lvl 20 White Dragonborn Grave Cleric, of Kurgan the God of Death.
I took the OP's question differently. Instead of dealing with the V portion of the casting, I thought s/he was asking about the noise level the actual spell makes.
If you enjoy having a more physics/realistic aspect to your game, keep in mind that after something teleports there's suddenly void in that area. When this happens in water it's known as "cavitation" and makes quite some noise as the water claps together filling the void where the object was. The noise is a particular issue when it happens to propellers of submarines trying to stay stealthy. Mantis Shrimp use the shock-wave force of their claw cavitation to stun prey.
Now, this means that most likely any variety of "teleporting" where a person or object is suddenly moved, could result in the air cavitating and making a mini thunderclap. On the flip side, the air where the person/object re-materializes has to move out of the way; this would also create some sound and wind. Depending on what else is in the area the wind could disturb papers, small flying creatures, and such.
I just want to comment that the statement "keep in mind that after something teleports there's suddenly void in that area" is an assumption based on how you think teleport should work and not based on anything in any of the game material. All the spells that allow teleportation and the many abilities (misty escape, shadow step etc) that also allow teleportation just state that you can move yourself from one location to another that is within a specified distance. There is no suggestion on any of them except thunderstep that a noise is associated with the movement (at least nothing more than regular movement might cause).
If you want additional pseudo physics:
- teleportation could transpose the atmosphere at the departure point with the destination resulting in no significant air displacement
- teleportation could open a rift or doorway between the two locations, the rift/gate/doorway almost instantaneously passes over the caster moving them from one location to another with no displacement in the air at all. If you have seen the movie "Jumper" the mechanic there would be similar
- teleportation is magical .. it could simply put you at the destination without disrupting reality at either the departure or arrival points
In addition, certain abilities like Shadow Step and Misty Escape can give the character using it either advantage on their next attack or leave them invisible. Advantage on their next attack would likely not be possible if the teleportation due to shadow step made any significant noise.
So, based on the fact that most teleportation spells and abilities don't mention additional noise beyond required verbal components ... I would tend to think that teleportation only makes noise if the specific spell or ability states that it does.
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So Thunderstep makes a loud noise when performed but what about Misty Step, Shadow Step, Fey Step or Teleport? Completely quiet or any sound? Thank you.
RP flavour:up to you.
Mechanically: Silent.
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Misty Step and Teleport are both cast with a verbal component, so there is that noise at the point of departure, but after that there is indication of loud or even noticeable noise at the arrival point.
Interesting story element here. I wonder how many spells have to be spoken very loudly like Gandalf in LotR movies...or if they can be yelled or whispered...
Most spells do have a verbal component, so some sound will be made. The volume of that sound is vague, though.
At my table, if a player casts a spell, the verbal component will be at a normal conversational volume. If the player wants to whisper the spell to avoid detection, you can have them roll a Stealth check first, or modify the DC of the Perception roll that other creatures would need to notice the spell being cast.
Alternately, you could establish a rule that requires the caster to succeed on some sort of skill check or ability score check before attempting to cast a spell in a restricted fashion, whether that means casting the spell by whispering, or casting a somatic spell with two broken fingers on one hand.
Either way, the important thing is to speak to the players in advance, to clearly set forth the rules of play, so that all sides can agree on them before the situation arises in which a disagreement over rules stalls or even derails the action and narrative of the game.
Tayn of Darkwood. Lvl 10 human Life Cleric of Lathander. Retired.
Ikram Sahir ibn Malik al-Sayyid Ra'ad, Second Son of the House of Ra'ad, Defender of the Burning Sands. Lvl 9 Brass Dragonborn Sorcerer + Greater Fire Elemental Devil.
Viktor Gavriil. Lvl 20 White Dragonborn Grave Cleric, of Kurgan the God of Death.
Anzio Faro. Lvl 5 Prot. Aasimar Light Cleric.
I took the OP's question differently. Instead of dealing with the V portion of the casting, I thought s/he was asking about the noise level the actual spell makes.
If you enjoy having a more physics/realistic aspect to your game, keep in mind that after something teleports there's suddenly void in that area. When this happens in water it's known as "cavitation" and makes quite some noise as the water claps together filling the void where the object was. The noise is a particular issue when it happens to propellers of submarines trying to stay stealthy. Mantis Shrimp use the shock-wave force of their claw cavitation to stun prey.
Now, this means that most likely any variety of "teleporting" where a person or object is suddenly moved, could result in the air cavitating and making a mini thunderclap. On the flip side, the air where the person/object re-materializes has to move out of the way; this would also create some sound and wind. Depending on what else is in the area the wind could disturb papers, small flying creatures, and such.
I seem to remember way back in.... I think it was AD&D, 2.5 maybe, that the spell description of Teleport actually specified that a popping sound can be heard at the caster's departure and at their arrival point due to the movement of the surrounding air.
I'd have to go look it up to confirm which edition of the PHB that was in, and I've just gotten nice and comfy in my jammies, so I'm not moving right now. Sorry.
Tayn of Darkwood. Lvl 10 human Life Cleric of Lathander. Retired.
Ikram Sahir ibn Malik al-Sayyid Ra'ad, Second Son of the House of Ra'ad, Defender of the Burning Sands. Lvl 9 Brass Dragonborn Sorcerer + Greater Fire Elemental Devil.
Viktor Gavriil. Lvl 20 White Dragonborn Grave Cleric, of Kurgan the God of Death.
Anzio Faro. Lvl 5 Prot. Aasimar Light Cleric.
I just want to comment that the statement "keep in mind that after something teleports there's suddenly void in that area" is an assumption based on how you think teleport should work and not based on anything in any of the game material. All the spells that allow teleportation and the many abilities (misty escape, shadow step etc) that also allow teleportation just state that you can move yourself from one location to another that is within a specified distance. There is no suggestion on any of them except thunderstep that a noise is associated with the movement (at least nothing more than regular movement might cause).
If you want additional pseudo physics:
- teleportation could transpose the atmosphere at the departure point with the destination resulting in no significant air displacement
- teleportation could open a rift or doorway between the two locations, the rift/gate/doorway almost instantaneously passes over the caster moving them from one location to another with no displacement in the air at all. If you have seen the movie "Jumper" the mechanic there would be similar
- teleportation is magical .. it could simply put you at the destination without disrupting reality at either the departure or arrival points
In addition, certain abilities like Shadow Step and Misty Escape can give the character using it either advantage on their next attack or leave them invisible. Advantage on their next attack would likely not be possible if the teleportation due to shadow step made any significant noise.
So, based on the fact that most teleportation spells and abilities don't mention additional noise beyond required verbal components ... I would tend to think that teleportation only makes noise if the specific spell or ability states that it does.