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<blockquote data-quote="Oofta" data-source="post: 8750459" data-attributes="member: 6801845"><p>There are a few problems with etherealness though. You can't interact with the dungeon you're exploring, EDIT: ignore the following <s>there's no way to end it before the 8 hours expires (it's not concentration, there's no "end as an action" clause), </s>w mhether walls count as "objects" that you can pass through is up to the DM. In addition, there are monsters that do the ethereal thing like phase spiders and ghosts that can still attack you. Assuming the numbers were set up for the entire group, good luck trying to escape! Meanwhile, if the party is discovered by a patrol, they're down a wizard. Oh, there are also a few spells that would make your life difficult, at the level you're going to be casting this spell I assume many places will have things like private sanctum or forbiddence spell* permanently cast, which blocks entry by the material plane.</p><p></p><p>But I guess I don't see that big of an issue in my campaign because at most you'd probably know the layout. It's useful, but throughout history there has been an arms race where 1 type of weapon or technique was supreme only to be countered by some other technology. I assume the same would work with magic.</p><p></p><p>EDIT: I wouldn't do things like suddenly add forbiddence just to nerf a PC, I just think it's logical that if you're building a castle for example that it would just be part of the cost in a world where enemies could simply teleport into the throne room.</p><p></p><p><em>*The 1,000 GP cost for the materials for forbiddence is minimal in comparison to the cost of building so I have it in a fair number of structures. Private Sanctum also stops scrying, so it's another go-to for securing locations.</em></p></blockquote><p></p>
[QUOTE="Oofta, post: 8750459, member: 6801845"] There are a few problems with etherealness though. You can't interact with the dungeon you're exploring, EDIT: ignore the following [S]there's no way to end it before the 8 hours expires (it's not concentration, there's no "end as an action" clause), [/S]w mhether walls count as "objects" that you can pass through is up to the DM. In addition, there are monsters that do the ethereal thing like phase spiders and ghosts that can still attack you. Assuming the numbers were set up for the entire group, good luck trying to escape! Meanwhile, if the party is discovered by a patrol, they're down a wizard. Oh, there are also a few spells that would make your life difficult, at the level you're going to be casting this spell I assume many places will have things like private sanctum or forbiddence spell* permanently cast, which blocks entry by the material plane. But I guess I don't see that big of an issue in my campaign because at most you'd probably know the layout. It's useful, but throughout history there has been an arms race where 1 type of weapon or technique was supreme only to be countered by some other technology. I assume the same would work with magic. EDIT: I wouldn't do things like suddenly add forbiddence just to nerf a PC, I just think it's logical that if you're building a castle for example that it would just be part of the cost in a world where enemies could simply teleport into the throne room. [I]*The 1,000 GP cost for the materials for forbiddence is minimal in comparison to the cost of building so I have it in a fair number of structures. Private Sanctum also stops scrying, so it's another go-to for securing locations.[/I] [/QUOTE]
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