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*Pathfinder & Starfinder
Buff, Scry, Teleport... A problem or not?
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<blockquote data-quote="Jeremy" data-source="post: 435681" data-attributes="member: 4036"><p>As detect scrying only detects the sensor (which our party does already with scry checks), it is not generally a useful spell.</p><p></p><p>Private Sanctum works great as long as the opponent hasn't seen the interior before, or you don't intend to be mobile. At least it stops you from getting jumped while your tanks' armor is off. 100 rounds to put it back on? Guess we're going commando style...</p><p></p><p>Forbiddance cuts the teleport part of of the bargain thus helping greatly but could prove exorbitant, a good investment for any mid to long term base of operations.</p><p></p><p>Mindblank is great, but it's 8th level and deservedly so. Casting a spell that makes you immune to all mind effecting and information gathering spells is a little overkill just to stop from being scryed. Especially if they scry the fighter in the party.</p><p></p><p>Antimagic Field isn't a good solution either unless it's stationary, which I don't believe it is. It's personal to my recollection, which means you just shut down all your magic and have to hoof it before the fighters 'port in.</p><p></p><p>Nondetection and Static Field are both good alternatives that are lower in level, but if the party opposing you is comparable or superior to you in power, they will surpass both protections with ease. Hell, my party surpasses both of those protections on my NPC's with ease.</p><p></p><p>I find the easiest way to deal with it from an NPC stand point is to grant that there is greater and longer lasting magic out there than current mortals understand. My campaign currently takes place on an artificial plane that is maintained by several elemental foci, the structures housing these foci are warded against scrying, teleportation (only incoming teleports are blocked), and a few mass destruction spells for reasons lost to antiquity.</p><p></p><p>As for protecting the party from it's long term enemies, I have no good suggestions. I allowed the party's sorcerer to make a private sanctum spell permanent on their base of operations for a sizeable XP cost as it is within the limits of the permanency spell, but there are those enemies who not only have been there personally prior, but can locate people who have been there as well and through either first or secondhand knowledge, could attempt the buff/teleport/annihilation of all the party's hard work.</p></blockquote><p></p>
[QUOTE="Jeremy, post: 435681, member: 4036"] As detect scrying only detects the sensor (which our party does already with scry checks), it is not generally a useful spell. Private Sanctum works great as long as the opponent hasn't seen the interior before, or you don't intend to be mobile. At least it stops you from getting jumped while your tanks' armor is off. 100 rounds to put it back on? Guess we're going commando style... Forbiddance cuts the teleport part of of the bargain thus helping greatly but could prove exorbitant, a good investment for any mid to long term base of operations. Mindblank is great, but it's 8th level and deservedly so. Casting a spell that makes you immune to all mind effecting and information gathering spells is a little overkill just to stop from being scryed. Especially if they scry the fighter in the party. Antimagic Field isn't a good solution either unless it's stationary, which I don't believe it is. It's personal to my recollection, which means you just shut down all your magic and have to hoof it before the fighters 'port in. Nondetection and Static Field are both good alternatives that are lower in level, but if the party opposing you is comparable or superior to you in power, they will surpass both protections with ease. Hell, my party surpasses both of those protections on my NPC's with ease. I find the easiest way to deal with it from an NPC stand point is to grant that there is greater and longer lasting magic out there than current mortals understand. My campaign currently takes place on an artificial plane that is maintained by several elemental foci, the structures housing these foci are warded against scrying, teleportation (only incoming teleports are blocked), and a few mass destruction spells for reasons lost to antiquity. As for protecting the party from it's long term enemies, I have no good suggestions. I allowed the party's sorcerer to make a private sanctum spell permanent on their base of operations for a sizeable XP cost as it is within the limits of the permanency spell, but there are those enemies who not only have been there personally prior, but can locate people who have been there as well and through either first or secondhand knowledge, could attempt the buff/teleport/annihilation of all the party's hard work. [/QUOTE]
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Buff, Scry, Teleport... A problem or not?
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