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<blockquote data-quote="Carnifex" data-source="post: 1441950" data-attributes="member: 227"><p>Ah, right. However, upon checking the SRD, I can't see any reference to Scry being blocked by lead, though I'm sure it used to be! (could just be me being stupid though).</p><p></p><p>While adding the finishing touches to my army, I've been looking for ways of protecting my lord and army generally from scry/buff/teleport attacks. I think I've found two main methods.</p><p></p><p>1 is, of course, Forbiddance, since though costly it simply blocks the whole teleport/planeshift/whatever thing. I'm interested though - is it possible to cast Forbiddance over an area of, say carpet or matts, then roll them up effectievly have a mobile Forbiddance area that you can just unroll when you make camp? The reason I think this *might* be possible is that you could clearly Forbiddance an area in a moving stronghold like the heavenly host's flying ship (though they probably wouldn't want to since it stops them teleporting around as easily), so I'm hoping it might not be too out of line to have a very big matt that my troops can lay out when they camp every evening <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>There's also a very good scrying protection (and also good vs spying generally) that also is lower level than Mind Blank - Mage's Private Sanctum (that's what it's called in the SRD anyway, so probably Mordankenan's or Leonard's). It basically shields an area so that onlookers from outside (including scryers!) just see a foggy mass of black. Since it lasts 24 hours, all you need is a 1/day item that can cast it, and you have a good anti-scry protection.</p><p></p><p>Also, an item that can create anti-magic fields is good for protection from such magical assaults. I've got one on my dwarven ftr12, so he can probably beat any foe in this campaign in one-on-one combat since I'm guessing most enemy leaders will be spellcasters and without their spell protections, they're really vulnerable.</p><p></p><p>Anyways, the dwarves are nearly done. If the Brass Guardians are rejected then I'll just boost my mage up to 12th level, since my army is hard hitting physically but perhaps lacking in spell power. If the Brass Guardians are fine then we have the first subterranean army in the campaign <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p></p><p>Glad to see that others are using my GMW and Mage Armour trick <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> I'm trying to seek out any other nasty combos at the mo. My main problem is trying to protect my troops from elemental attacks like fireballs though, since the only elemental resistances are only 10 mins/level. The dwarves will probably do best paired with a spellcaster-heavy force for the countermagic to keep the dwarves alive, who can deal a fair bit of damage (120 bolts +2 being fired per round at range, and they've even nastier in melee).</p></blockquote><p></p>
[QUOTE="Carnifex, post: 1441950, member: 227"] Ah, right. However, upon checking the SRD, I can't see any reference to Scry being blocked by lead, though I'm sure it used to be! (could just be me being stupid though). While adding the finishing touches to my army, I've been looking for ways of protecting my lord and army generally from scry/buff/teleport attacks. I think I've found two main methods. 1 is, of course, Forbiddance, since though costly it simply blocks the whole teleport/planeshift/whatever thing. I'm interested though - is it possible to cast Forbiddance over an area of, say carpet or matts, then roll them up effectievly have a mobile Forbiddance area that you can just unroll when you make camp? The reason I think this *might* be possible is that you could clearly Forbiddance an area in a moving stronghold like the heavenly host's flying ship (though they probably wouldn't want to since it stops them teleporting around as easily), so I'm hoping it might not be too out of line to have a very big matt that my troops can lay out when they camp every evening :) There's also a very good scrying protection (and also good vs spying generally) that also is lower level than Mind Blank - Mage's Private Sanctum (that's what it's called in the SRD anyway, so probably Mordankenan's or Leonard's). It basically shields an area so that onlookers from outside (including scryers!) just see a foggy mass of black. Since it lasts 24 hours, all you need is a 1/day item that can cast it, and you have a good anti-scry protection. Also, an item that can create anti-magic fields is good for protection from such magical assaults. I've got one on my dwarven ftr12, so he can probably beat any foe in this campaign in one-on-one combat since I'm guessing most enemy leaders will be spellcasters and without their spell protections, they're really vulnerable. Anyways, the dwarves are nearly done. If the Brass Guardians are rejected then I'll just boost my mage up to 12th level, since my army is hard hitting physically but perhaps lacking in spell power. If the Brass Guardians are fine then we have the first subterranean army in the campaign :D Glad to see that others are using my GMW and Mage Armour trick ;) I'm trying to seek out any other nasty combos at the mo. My main problem is trying to protect my troops from elemental attacks like fireballs though, since the only elemental resistances are only 10 mins/level. The dwarves will probably do best paired with a spellcaster-heavy force for the countermagic to keep the dwarves alive, who can deal a fair bit of damage (120 bolts +2 being fired per round at range, and they've even nastier in melee). [/QUOTE]
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