[RPG] What happens when you teleport into a place that no longer exists

dnd-3.5e

A little context:
The big bad is a wizard with a tower and a dungeon. The PCs are going to explode and collapse the dungeon, because reasons. When the wizard is going to teleport into his usual spot in the dungeon, what happens?

I still can't decide wether to put his lab "up" or "down" yet. (That do change some details. If its on top, the lab might no longer exist but there might be a "pocket" in the mountain or even no longer be underground. If its a the bottom, well, it'll be like teleporting into a wall or underground)

  • So does the spell fail since the location is "no longer known enough for the spell to work"… since the location changed up considerably?
  • Does the spell work as intended and places the caster RIGHT WHERE HE WANTED TO BE, with the original consequences of being damaged/shunted to the nearest non-full space?
  • Does the spell works with the normal chances of being teleported randomly around the location?

Would Teleport without error do the same thing?

Best Answer

The wizard travels to a false destination

That is, if the wizard's once-familiar destination now doesn't exist or has become unrecognizable, the wizard is, perhaps, dealt some damage and either arrives at a similar destination or the spell simply fails. As per the spell teleport:

"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.

Emphasis mine. The spell greater teleport (which was teleport without error in Dungeons and Dragons, Third Edition) doesn't eliminate the chance to accidentally teleport to a false destination, eliminating instead the chance of randomly being off-target.

A false destination means, instead of rolling on the usual teleport chart, the DM rolls 80+1d20.

On 81-92 the wizard is in a 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.

On a 93-00 the wizard experiences a mishap:

You and anyone else teleporting with you have gotten "scrambled." You each take 1d10 points of damage, and you reroll on the chart to see where you wind up. For these rerolls, roll 1d20+80. Each time "Mishap" comes up, the characters take more damage and must reroll.

Thus a wizard attempting such travel to his destroyed laboratory either arrives at a thematically similar location (e.g. a brewery, an alchemist's shop, or another wizard's laboratory—surprise!) or, if no such thematically similar location exists within the spell's range, remains where the spell was cast. In addition, with enough bad luck, the wizard might also be dead.