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	<title>Comments on: A 4e D&amp;D Rules Question: Teleporting What You Can’t See</title>
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		<title>By: Mark</title>
		<link>http://dungeonsmaster.com/2010/06/teleporting/comment-page-1/#comment-34737</link>
		<dc:creator>Mark</dc:creator>
		<pubDate>Mon, 24 Jan 2011 14:16:46 +0000</pubDate>
		<guid isPermaLink="false">http://dungeonsmaster.com/?p=4924#comment-34737</guid>
		<description>Hi Chris, I think kevrock answered your question pretty effectively:

&quot;PHB1 p286, &#039;Teleportation: Line of Sight: You have to be able to see your
destination. No Line of Effect: You can teleport to a place you can see even if you don’t have line of effect to it.&#039;

&quot;So it doesn’t actually matter what state of visibility the enemies have because it doesn’t matter if the Wiz has LoS to them. The enemies being invisible is a moot point; its completely irrelevant to the resolution of the power’s effect.&quot;

In other words, you were right and your DM was wrong.  You didn&#039;t have to have LoS to the target, only to the destination.  It&#039;s an easy one for a DM to confuse in-game, especially since it would have absolutely _destroyed_ the fun/challenge of the monster.</description>
		<content:encoded><![CDATA[<p>Hi Chris, I think kevrock answered your question pretty effectively:</p>
<p>&#8220;PHB1 p286, &#8216;Teleportation: Line of Sight: You have to be able to see your<br />
destination. No Line of Effect: You can teleport to a place you can see even if you don’t have line of effect to it.&#8217;</p>
<p>&#8220;So it doesn’t actually matter what state of visibility the enemies have because it doesn’t matter if the Wiz has LoS to them. The enemies being invisible is a moot point; its completely irrelevant to the resolution of the power’s effect.&#8221;</p>
<p>In other words, you were right and your DM was wrong.  You didn&#8217;t have to have LoS to the target, only to the destination.  It&#8217;s an easy one for a DM to confuse in-game, especially since it would have absolutely _destroyed_ the fun/challenge of the monster.</p>
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		<title>By: Chris</title>
		<link>http://dungeonsmaster.com/2010/06/teleporting/comment-page-1/#comment-34725</link>
		<dc:creator>Chris</dc:creator>
		<pubDate>Mon, 24 Jan 2011 09:27:14 +0000</pubDate>
		<guid isPermaLink="false">http://dungeonsmaster.com/?p=4924#comment-34725</guid>
		<description>Sorry for joining this conversation VERY late, but I had a question to pose to those who both wrote this and weighed in on it: Does teleportation work when you can&#039;t see the enemy, not because they are invisible, but because they are unable to be seen for some other reason?

A little bit of background will probably help.

I play a Battlemind in our campaign.  We were going up against a solo lurker, and I had decided to try out my new daily power Psionic Anchor.  The power&#039;s text reads:

Hit: As a free action at the end of the target&#039;s turn, you can teleport the target to a square adjacent to you (save ends).
Miss: Half damage.  As a free action at the end of the target&#039;s next turn, you can teleport the target to a square adjacent to you.

Now, I interpreted that as my character creates a kind of psionic link with the target, which allows me to continually teleport them next to me at the end of their turn, whether they want me to or not.  The enemy that we were fighting would consistently burrow, pop up and hit everyone, then burrow, pop up and hit everyone, burrow, etc.  I planned to make it so that it would just end up next to me, so that the rest of my party could try and get some damage in.

I used the power and missed.  However, I figured that I could at least teleport the target next to me at the end of it&#039;s turn, as the power says.  At the end of the it&#039;s turn, it burrowed, as usual.  I said that I teleport it next to me, and our DM said that I couldn&#039;t, as I couldn&#039;t see the target.  I felt that this kind of defeated the purpose of this power and just didn&#039;t seem like a good way of handling the situation. 

I know that people probably will think that since I&#039;m a player I probably just want things to go my way.  However, I plan to DM a different campaign in a few months and I do honestly want to know what kind of ruling should be made here.

Was my Battlemind in the right?  Or should I not be able to teleport a burrowed enemy?</description>
		<content:encoded><![CDATA[<p>Sorry for joining this conversation VERY late, but I had a question to pose to those who both wrote this and weighed in on it: Does teleportation work when you can&#8217;t see the enemy, not because they are invisible, but because they are unable to be seen for some other reason?</p>
<p>A little bit of background will probably help.</p>
<p>I play a Battlemind in our campaign.  We were going up against a solo lurker, and I had decided to try out my new daily power Psionic Anchor.  The power&#8217;s text reads:</p>
<p>Hit: As a free action at the end of the target&#8217;s turn, you can teleport the target to a square adjacent to you (save ends).<br />
Miss: Half damage.  As a free action at the end of the target&#8217;s next turn, you can teleport the target to a square adjacent to you.</p>
<p>Now, I interpreted that as my character creates a kind of psionic link with the target, which allows me to continually teleport them next to me at the end of their turn, whether they want me to or not.  The enemy that we were fighting would consistently burrow, pop up and hit everyone, then burrow, pop up and hit everyone, burrow, etc.  I planned to make it so that it would just end up next to me, so that the rest of my party could try and get some damage in.</p>
<p>I used the power and missed.  However, I figured that I could at least teleport the target next to me at the end of it&#8217;s turn, as the power says.  At the end of the it&#8217;s turn, it burrowed, as usual.  I said that I teleport it next to me, and our DM said that I couldn&#8217;t, as I couldn&#8217;t see the target.  I felt that this kind of defeated the purpose of this power and just didn&#8217;t seem like a good way of handling the situation. </p>
<p>I know that people probably will think that since I&#8217;m a player I probably just want things to go my way.  However, I plan to DM a different campaign in a few months and I do honestly want to know what kind of ruling should be made here.</p>
<p>Was my Battlemind in the right?  Or should I not be able to teleport a burrowed enemy?</p>
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		<title>By: DerekDyer</title>
		<link>http://dungeonsmaster.com/2010/06/teleporting/comment-page-1/#comment-20863</link>
		<dc:creator>DerekDyer</dc:creator>
		<pubDate>Thu, 08 Jul 2010 22:18:53 +0000</pubDate>
		<guid isPermaLink="false">http://dungeonsmaster.com/?p=4924#comment-20863</guid>
		<description>I would turn the teleport effectively into either a Pull or Push situation, based upon the intent of the caster.  Sorry for both coming late to the party, and not reading the comments until after I&#039;d formed my own.</description>
		<content:encoded><![CDATA[<p>I would turn the teleport effectively into either a Pull or Push situation, based upon the intent of the caster.  Sorry for both coming late to the party, and not reading the comments until after I&#8217;d formed my own.</p>
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		<title>By: pdunwin</title>
		<link>http://dungeonsmaster.com/2010/06/teleporting/comment-page-1/#comment-19506</link>
		<dc:creator>pdunwin</dc:creator>
		<pubDate>Wed, 16 Jun 2010 20:19:03 +0000</pubDate>
		<guid isPermaLink="false">http://dungeonsmaster.com/?p=4924#comment-19506</guid>
		<description>It&#039;s always good to know what one is allowing and what the actual rules are for when the players try something that isn&#039;t cool anymore and is just tiresome.

I checked the books and confirmed for myself that visibility of the target doesn&#039;t necessarily matter, but line of sight (though not effect) to the destination does. Of course a DM is free to waive this, especially if the lack of LOS was just due to (correctable) placement.</description>
		<content:encoded><![CDATA[<p>It&#8217;s always good to know what one is allowing and what the actual rules are for when the players try something that isn&#8217;t cool anymore and is just tiresome.</p>
<p>I checked the books and confirmed for myself that visibility of the target doesn&#8217;t necessarily matter, but line of sight (though not effect) to the destination does. Of course a DM is free to waive this, especially if the lack of LOS was just due to (correctable) placement.</p>
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		<title>By: Sam</title>
		<link>http://dungeonsmaster.com/2010/06/teleporting/comment-page-1/#comment-19500</link>
		<dc:creator>Sam</dc:creator>
		<pubDate>Wed, 16 Jun 2010 18:33:32 +0000</pubDate>
		<guid isPermaLink="false">http://dungeonsmaster.com/?p=4924#comment-19500</guid>
		<description>Why would you want to restrict your players abilities to use cool powers? 
Your job as a dm is to provide an exciting, challenging experiences that is centered on the players. I think ruling no in this situation is simply bad dming. 
The attack hit within the confines of a burst spell, negating one of the powers is just going to make the game less fun for your pcs.</description>
		<content:encoded><![CDATA[<p>Why would you want to restrict your players abilities to use cool powers?<br />
Your job as a dm is to provide an exciting, challenging experiences that is centered on the players. I think ruling no in this situation is simply bad dming.<br />
The attack hit within the confines of a burst spell, negating one of the powers is just going to make the game less fun for your pcs.</p>
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		<title>By: pdunwin</title>
		<link>http://dungeonsmaster.com/2010/06/teleporting/comment-page-1/#comment-19315</link>
		<dc:creator>pdunwin</dc:creator>
		<pubDate>Mon, 14 Jun 2010 19:45:37 +0000</pubDate>
		<guid isPermaLink="false">http://dungeonsmaster.com/?p=4924#comment-19315</guid>
		<description>It has nothing to do with whether or not he can teleport creatures he can&#039;t see. What matters is whether or not he has line of sight to the destination of the teleportation. If he&#039;s blind he has no line of sight so he can&#039;t teleport anyone.

Sorry if this has been pointed out already, but I suppose another vote doesn&#039;t hurt.</description>
		<content:encoded><![CDATA[<p>It has nothing to do with whether or not he can teleport creatures he can&#8217;t see. What matters is whether or not he has line of sight to the destination of the teleportation. If he&#8217;s blind he has no line of sight so he can&#8217;t teleport anyone.</p>
<p>Sorry if this has been pointed out already, but I suppose another vote doesn&#8217;t hurt.</p>
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		<title>By: Kevrock</title>
		<link>http://dungeonsmaster.com/2010/06/teleporting/comment-page-1/#comment-19291</link>
		<dc:creator>Kevrock</dc:creator>
		<pubDate>Mon, 14 Jun 2010 14:29:33 +0000</pubDate>
		<guid isPermaLink="false">http://dungeonsmaster.com/?p=4924#comment-19291</guid>
		<description>Ameron,

The answer comes down to how comfortable and mature your players are with meta-gaming. Are they the kind of players who can say, &quot;Well, I know this but my character doesn&#039;t, so he&#039;s going to act this way instead...&quot; Or are they the kind that say, &quot;Oh I failed my nature check but I read this monster before; its a so-and-so that resists...&quot;

Yes, the monsters location is now knowledge of the player, but is it knowledge of the characters? That&#039;s the non-rules point you need to stress to them. Yes, you may have a power that grants you a +2 to initiative, but your character doesn&#039;t know WTF initiative is! :)

I see two solutions to this:

1. The easy way: You play RAW, it works as described, and as the DM you then fluff it in some way, like the suggestions here (targets shimmer, Wiz gets a magic sense, etc). That&#039;s what we do all the time - we provide a &quot;story&quot; for why these mechanical things happen.

How do you explain in narrative terms how Combat Advantage works? How do you explain Marking? Those are mechanics we as storytellers must find a way to translate into a narrative. Yes, sometimes we just have to say, &quot;OK, I&#039;m not sure how to explain this, but the monster has an Aura 2 that causes you to take a -2 to hit. I dunno, I guess he stinks. Whatever, let&#039;s move on.&quot;

2. The hard way: You come up with some system that allows the power to work RAW but maintains the lack of monster location knowledge. You could tell the Wiz, &quot;OK, you unleash the blast and hit the monster in front of your ally. You can also tell that 2 other creatures - ones you apparently can&#039;t see - were in the blast. Makes 2 more attack rolls. OK, both hit, good. Now tell me -ideally- where you would like the 2 hidden monsters to be teleported to? OK, your keen arcane sense tells you one of them has been teleported to the first square you requested. But the 2nd one seems to be too far away. Would you like to try for a different square?&quot;

Something like the above dialogue maintains that storytelling veil, but it just takes a lot longer and more patience form everyone involved.

To answer Mildeway&#039;s rules question, IMHO, yes I believe the monster would still have invisibility + hidden under RAW:

1. The invisible monster make their stealth checks and beat the PCs passive perception. The monsters are hidden.
2. A monster attacks the lead ally, so they now know enemies are present. 
3. The Wiz sets off his blast, hits multiple creatures, and teleports them around. The Wiz now has some knowledge of the creatures numbers and locations - the quality and quantity of that knowledge is dependent on how the DM rules it. 
4. At this point the monster have taken no actions to break hidden, and the PCs have taken no actions to detect monsters.

But I would also argue that in the hands of any good party it wouldn&#039;t last long:

5. The Wiz just has to yell, &quot;Hey ally 1 and 2, I -think- I just teleported an invisible creature between you two!&quot;
6. The allies then either; a. attack where they think the monster is, b. try to step into the square running into it, or c. make an active perception check. Any of those will break hidden; the monsters would still invisible but their location would be confirmed.</description>
		<content:encoded><![CDATA[<p>Ameron,</p>
<p>The answer comes down to how comfortable and mature your players are with meta-gaming. Are they the kind of players who can say, &#8220;Well, I know this but my character doesn&#8217;t, so he&#8217;s going to act this way instead&#8230;&#8221; Or are they the kind that say, &#8220;Oh I failed my nature check but I read this monster before; its a so-and-so that resists&#8230;&#8221;</p>
<p>Yes, the monsters location is now knowledge of the player, but is it knowledge of the characters? That&#8217;s the non-rules point you need to stress to them. Yes, you may have a power that grants you a +2 to initiative, but your character doesn&#8217;t know WTF initiative is! <img src='http://dungeonsmaster.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>I see two solutions to this:</p>
<p>1. The easy way: You play RAW, it works as described, and as the DM you then fluff it in some way, like the suggestions here (targets shimmer, Wiz gets a magic sense, etc). That&#8217;s what we do all the time &#8211; we provide a &#8220;story&#8221; for why these mechanical things happen.</p>
<p>How do you explain in narrative terms how Combat Advantage works? How do you explain Marking? Those are mechanics we as storytellers must find a way to translate into a narrative. Yes, sometimes we just have to say, &#8220;OK, I&#8217;m not sure how to explain this, but the monster has an Aura 2 that causes you to take a -2 to hit. I dunno, I guess he stinks. Whatever, let&#8217;s move on.&#8221;</p>
<p>2. The hard way: You come up with some system that allows the power to work RAW but maintains the lack of monster location knowledge. You could tell the Wiz, &#8220;OK, you unleash the blast and hit the monster in front of your ally. You can also tell that 2 other creatures &#8211; ones you apparently can&#8217;t see &#8211; were in the blast. Makes 2 more attack rolls. OK, both hit, good. Now tell me -ideally- where you would like the 2 hidden monsters to be teleported to? OK, your keen arcane sense tells you one of them has been teleported to the first square you requested. But the 2nd one seems to be too far away. Would you like to try for a different square?&#8221;</p>
<p>Something like the above dialogue maintains that storytelling veil, but it just takes a lot longer and more patience form everyone involved.</p>
<p>To answer Mildeway&#8217;s rules question, IMHO, yes I believe the monster would still have invisibility + hidden under RAW:</p>
<p>1. The invisible monster make their stealth checks and beat the PCs passive perception. The monsters are hidden.<br />
2. A monster attacks the lead ally, so they now know enemies are present.<br />
3. The Wiz sets off his blast, hits multiple creatures, and teleports them around. The Wiz now has some knowledge of the creatures numbers and locations &#8211; the quality and quantity of that knowledge is dependent on how the DM rules it.<br />
4. At this point the monster have taken no actions to break hidden, and the PCs have taken no actions to detect monsters.</p>
<p>But I would also argue that in the hands of any good party it wouldn&#8217;t last long:</p>
<p>5. The Wiz just has to yell, &#8220;Hey ally 1 and 2, I -think- I just teleported an invisible creature between you two!&#8221;<br />
6. The allies then either; a. attack where they think the monster is, b. try to step into the square running into it, or c. make an active perception check. Any of those will break hidden; the monsters would still invisible but their location would be confirmed.</p>
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		<title>By: mildewey</title>
		<link>http://dungeonsmaster.com/2010/06/teleporting/comment-page-1/#comment-19156</link>
		<dc:creator>mildewey</dc:creator>
		<pubDate>Sun, 13 Jun 2010 02:41:22 +0000</pubDate>
		<guid isPermaLink="false">http://dungeonsmaster.com/?p=4924#comment-19156</guid>
		<description>The real crux of this question is, do the targets remain hidden from the caster?  Here are some pertinent entries regarding invisibility, stealth, and remaining hidden.

On a successful stealth check &quot;you are hidden, which means you are silent and invisible to the enemy (see &quot;Concealment&quot; and &quot;Targeting What You Can&#039;t See&quot; PHB1 281)&quot; (PHB2 222)

&quot;Targeting What You Can&#039;t See&quot; says &quot;If an invisible creature is hidden from you, you can neither hear nor see it, and you have to guess what space it occupies.  If an invisible creature is not hidden from you, you can hear it or sense some other sign of its presence and therefore know what space it occupies, although you still can&#039;t see it.&quot;  (PHB2 223)

&quot;Make a Perception Check&quot; says &quot;On your turn, you can make a Perception check as a minor action to determine the location of an invisible creature that is hidden from you.&quot; (PHB2 223)

&quot;Enemy Activity&quot; says &quot;if an enemy tries to enter your space, you don&#039;t remain hidden from that enemy.&quot;  (PHB2 222)
The effects of invisibility are (PHB1 281):
1) &quot;You can&#039;t be seen by normal vision.&quot;
2) &quot;You have combat advantage against enemies that can&#039;t see you.&quot; 
3) &quot;You don&#039;t provoke OA from enemies that can&#039;t see you.&quot;  

Personally, I&#039;ve given up on answering the question by RAW (but wouldn&#039;t mind seeing it settled one way or another).  To me it makes sense that the targets are no longer hidden to the wizard either because the blast is like he tried entering their space, or because the blast provides him some kind of non-normal vision to detect their presence.  But that&#039;s MY call, and only my call.  I&#039;d respect any GM that disagrees.  I wouldn&#039;t even put it past myself to rule otherwise if I had designed a setting specific reason that didn&#039;t work.  I might even go for a middle ground (that&#039;s obviously house-ruled) and allow a free action perception or arcana check to allow the wizard to locate them.  And as long as I&#039;m offering opinions, if they&#039;re still hidden, I&#039;d let the wizard describe where he wants them in vague terms like &quot;far away&quot; or &quot;off to the left&quot;.  And if I was really toying with them, I&#039;d let them give me vague explanations every time they cast the spell (on second thought, that would just get annoying for me _and_ them).</description>
		<content:encoded><![CDATA[<p>The real crux of this question is, do the targets remain hidden from the caster?  Here are some pertinent entries regarding invisibility, stealth, and remaining hidden.</p>
<p>On a successful stealth check &#8220;you are hidden, which means you are silent and invisible to the enemy (see &#8220;Concealment&#8221; and &#8220;Targeting What You Can&#8217;t See&#8221; PHB1 281)&#8221; (PHB2 222)</p>
<p>&#8220;Targeting What You Can&#8217;t See&#8221; says &#8220;If an invisible creature is hidden from you, you can neither hear nor see it, and you have to guess what space it occupies.  If an invisible creature is not hidden from you, you can hear it or sense some other sign of its presence and therefore know what space it occupies, although you still can&#8217;t see it.&#8221;  (PHB2 223)</p>
<p>&#8220;Make a Perception Check&#8221; says &#8220;On your turn, you can make a Perception check as a minor action to determine the location of an invisible creature that is hidden from you.&#8221; (PHB2 223)</p>
<p>&#8220;Enemy Activity&#8221; says &#8220;if an enemy tries to enter your space, you don&#8217;t remain hidden from that enemy.&#8221;  (PHB2 222)<br />
The effects of invisibility are (PHB1 281):<br />
1) &#8220;You can&#8217;t be seen by normal vision.&#8221;<br />
2) &#8220;You have combat advantage against enemies that can&#8217;t see you.&#8221;<br />
3) &#8220;You don&#8217;t provoke OA from enemies that can&#8217;t see you.&#8221;  </p>
<p>Personally, I&#8217;ve given up on answering the question by RAW (but wouldn&#8217;t mind seeing it settled one way or another).  To me it makes sense that the targets are no longer hidden to the wizard either because the blast is like he tried entering their space, or because the blast provides him some kind of non-normal vision to detect their presence.  But that&#8217;s MY call, and only my call.  I&#8217;d respect any GM that disagrees.  I wouldn&#8217;t even put it past myself to rule otherwise if I had designed a setting specific reason that didn&#8217;t work.  I might even go for a middle ground (that&#8217;s obviously house-ruled) and allow a free action perception or arcana check to allow the wizard to locate them.  And as long as I&#8217;m offering opinions, if they&#8217;re still hidden, I&#8217;d let the wizard describe where he wants them in vague terms like &#8220;far away&#8221; or &#8220;off to the left&#8221;.  And if I was really toying with them, I&#8217;d let them give me vague explanations every time they cast the spell (on second thought, that would just get annoying for me _and_ them).</p>
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		<title>By: Dan</title>
		<link>http://dungeonsmaster.com/2010/06/teleporting/comment-page-1/#comment-19154</link>
		<dc:creator>Dan</dc:creator>
		<pubDate>Sun, 13 Jun 2010 01:58:05 +0000</pubDate>
		<guid isPermaLink="false">http://dungeonsmaster.com/?p=4924#comment-19154</guid>
		<description>No.  House-rule aside, the spell should function as a sight-dependant ability... like a fireball centered on origin: walls create cover from effect... the caster should expose him/herself to be able to cast damage on an opponent and only hits targets he/she can see, if of course, the notion that the primary target is the first creature-target of the spell a burst from that target sould affect the other enemies, but if the caster is the target, then the aoe is dependant on obstructions related to the caster for teleportations. IMO...</description>
		<content:encoded><![CDATA[<p>No.  House-rule aside, the spell should function as a sight-dependant ability&#8230; like a fireball centered on origin: walls create cover from effect&#8230; the caster should expose him/herself to be able to cast damage on an opponent and only hits targets he/she can see, if of course, the notion that the primary target is the first creature-target of the spell a burst from that target sould affect the other enemies, but if the caster is the target, then the aoe is dependant on obstructions related to the caster for teleportations. IMO&#8230;</p>
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		<title>By: andurion</title>
		<link>http://dungeonsmaster.com/2010/06/teleporting/comment-page-1/#comment-19086</link>
		<dc:creator>andurion</dc:creator>
		<pubDate>Sat, 12 Jun 2010 16:45:07 +0000</pubDate>
		<guid isPermaLink="false">http://dungeonsmaster.com/?p=4924#comment-19086</guid>
		<description>&quot;How does using this power not in essence give Cruven a free &#039;locate the invisible targets&#039; ability? The only way he can accurately get to teleport his enemies is if he knows how many there are and where they are.   How does using this power not in essence give Cruven a free &#039;locate the invisible targets&#039; ability?&quot;

Well, if the enemies are invisible and not hidden, Cruven (and everyone else) knows what square they are in and where they end up.  Somehow - a shimmer in the air, scraping a foot on the ground, or whatever - the enemies broadcast their location to the PCs.  So that&#039;s straightforward.

If the enemies are invisible and hidden, I&#039;d say the power does indeed grant a &quot;free&quot; locate hidden target ability.  That&#039;s okay by me - it dovetails well with the fluff of an arcane wayfarer as master of space manipulation.  Perhaps Cruven can detect the gravity wells of hidden creatures.  I don&#039;t think it&#039;s a big deal, because all the enemy needs to do is, on its turn, move 1 square and it&#039;s hidden again (the PCs don&#039;t know which square it&#039;s in anymore).</description>
		<content:encoded><![CDATA[<p>&#8220;How does using this power not in essence give Cruven a free &#8216;locate the invisible targets&#8217; ability? The only way he can accurately get to teleport his enemies is if he knows how many there are and where they are.   How does using this power not in essence give Cruven a free &#8216;locate the invisible targets&#8217; ability?&#8221;</p>
<p>Well, if the enemies are invisible and not hidden, Cruven (and everyone else) knows what square they are in and where they end up.  Somehow &#8211; a shimmer in the air, scraping a foot on the ground, or whatever &#8211; the enemies broadcast their location to the PCs.  So that&#8217;s straightforward.</p>
<p>If the enemies are invisible and hidden, I&#8217;d say the power does indeed grant a &#8220;free&#8221; locate hidden target ability.  That&#8217;s okay by me &#8211; it dovetails well with the fluff of an arcane wayfarer as master of space manipulation.  Perhaps Cruven can detect the gravity wells of hidden creatures.  I don&#8217;t think it&#8217;s a big deal, because all the enemy needs to do is, on its turn, move 1 square and it&#8217;s hidden again (the PCs don&#8217;t know which square it&#8217;s in anymore).</p>
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