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Can anyone explain the purpose of this wonderous item?
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<blockquote data-quote="Storm Raven" data-source="post: 976942" data-attributes="member: 307"><p></p><p></p><p>(1) Having enemies makes life dangerous. Adventurers usually accumulate enemies like honey attracts flies. "Quiet, safe, you-time" should be a rarity for an adventurer, and a rarity that he has a hard time scheduling.</p><p>(1) All of the other members of the campus may not have your best interests at heart. You may or may not be safe when you are at the academy. Most of the other wizards <em>don't</em> expend their full complement of spells all the time, but keep some in reserve for surprises.</p><p></p><p></p><p></p><p>Oh, of course. Kill all enemies at all times works, if you can do it. This theory is also only useful if you are not, for example, dealing with an organization of opponents that may seek revenge. To use a very quintessential example, suppose your Forgotten Realms character were to annoy the Zhentarim by foiling their plans a time or two. Are you able to kill <em>all</em> of their wizards and clerics so that they cannot later come after you? I thought not. So that part of your argument is silly and inconsequential.</p><p></p><p>Anti-scrying protections are only as effective on occassion. A moderate level caster (i.e. one high enough level to cast <em>scrying</em>) has a reasonable chence of overcoming things like an <em>amulet of proof against detection and scrying</em> on a regular basis. All he needs to do is roll a "12" on his level check to overcome that, not too unlikely.</p><p></p><p><em>Hallow</em> is a cleric spell. Please explain how this is going to be a good spell for a wizard to use to protect himself? Further, there is little to prevent the assainalt from teleporting into an area <em>outside</em> the <em>hallowed</em> area and walking in. He has his full complement of spells, you, apparently, do not. At that point, whether you have a <em>hallow</em> in place or not, your are likely very, very dead.</p></blockquote><p></p>
[QUOTE="Storm Raven, post: 976942, member: 307"] [B][/b] (1) Having enemies makes life dangerous. Adventurers usually accumulate enemies like honey attracts flies. "Quiet, safe, you-time" should be a rarity for an adventurer, and a rarity that he has a hard time scheduling. (1) All of the other members of the campus may not have your best interests at heart. You may or may not be safe when you are at the academy. Most of the other wizards [i]don't[/i] expend their full complement of spells all the time, but keep some in reserve for surprises. Oh, of course. Kill all enemies at all times works, if you can do it. This theory is also only useful if you are not, for example, dealing with an organization of opponents that may seek revenge. To use a very quintessential example, suppose your Forgotten Realms character were to annoy the Zhentarim by foiling their plans a time or two. Are you able to kill [i]all[/i] of their wizards and clerics so that they cannot later come after you? I thought not. So that part of your argument is silly and inconsequential. Anti-scrying protections are only as effective on occassion. A moderate level caster (i.e. one high enough level to cast [i]scrying[/i]) has a reasonable chence of overcoming things like an [i]amulet of proof against detection and scrying[/i] on a regular basis. All he needs to do is roll a "12" on his level check to overcome that, not too unlikely. [i]Hallow[/i] is a cleric spell. Please explain how this is going to be a good spell for a wizard to use to protect himself? Further, there is little to prevent the assainalt from teleporting into an area [i]outside[/i] the [i]hallowed[/i] area and walking in. He has his full complement of spells, you, apparently, do not. At that point, whether you have a [i]hallow[/i] in place or not, your are likely very, very dead. [/QUOTE]
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Can anyone explain the purpose of this wonderous item?
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