Soldarin
First Post
Making it 5 rounds before you've seen enough through Scry helps by making this tactic harder (more chance of being noticed, probably involves 2 scrying spells), but won't solve the problem for sleeping and or low scry check guards.
Another way togo for it is to give the obvious counter spells a duration of hours/level instead of the pointless durations they have now (unless you contingency them...).
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On a related note, do any high level combats (once the combat has started) involve anything beyond: "The npc wizard wins initiative. You're dead." or "The npc wizards loses initiative. He's dead." Thanks to Timestop/Mord's Disjunction (2x, gets rid of all buff and counter spells)/Wail of the Banshee (as many as you can fit into your Timestop)?
Against an Archmage, even the cleric's (excessive) will save needs a 4 or more.
And the epic spell that wards against MD only helps a couple of levels, until the epic spell destruction is added to the combo to take that ward down.
Another way togo for it is to give the obvious counter spells a duration of hours/level instead of the pointless durations they have now (unless you contingency them...).
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On a related note, do any high level combats (once the combat has started) involve anything beyond: "The npc wizard wins initiative. You're dead." or "The npc wizards loses initiative. He's dead." Thanks to Timestop/Mord's Disjunction (2x, gets rid of all buff and counter spells)/Wail of the Banshee (as many as you can fit into your Timestop)?
Against an Archmage, even the cleric's (excessive) will save needs a 4 or more.
And the epic spell that wards against MD only helps a couple of levels, until the epic spell destruction is added to the combo to take that ward down.
