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DM Advice Requested: Higher Level Spells
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<blockquote data-quote="Camarath" data-source="post: 906319" data-attributes="member: 11987"><p>Rope Trick- You could lay traps just out side the extra-dimensional space or gather a large force just under the space and displell it in the middle of the night (or rest period). Or even abadon the entire dungeon wile they sleep. Also the spell says nothing about the air supply, so you could rule that after an hour the air supple is exhausted and must be renewed some how.</p><p></p><p>Teleport - Find spells or items that block astarl travel these will block teleportation. And the psionic power Divert Teleport is a great tool for teaching a party not to just teleport right into an enemy hide out. Also the enemys also have teleport so make the party chase the roving enemys. Also you can base high lv enemies on other planes.</p><p></p><p>Invisibility - Items of continuous See Invisibility are 12,000 and high spot bonus items work almost as well. Invisibility Purge is also a good spell, as is true seeing.</p><p></p><p>Scry - Nondetection, Detect Scrying, False Vision, Mind Blank, psionic power Remote View (Scrying) Trap, all these spell can and should be used to counter act scrying. Also use scrying against the party. Detect srying can give you a image and sense of the location of the person scrying you then you can counter scry and launch a teleport strike against the party. Also remember that the enemys can use illusions or arrange things to mislead scryers.</p><p></p><p>At higher lv it become important to make the parties foes active and moble. Base dungeon crawls can become easy and boring unless speacial steps are take to makle them novel and challenging. Why would high lv enemies sit in one place when they can easily operate form six or seven rotating locations. You character have power and some independence now, so don't be afraid to throw the full force of tactics and deception at them.</p></blockquote><p></p>
[QUOTE="Camarath, post: 906319, member: 11987"] Rope Trick- You could lay traps just out side the extra-dimensional space or gather a large force just under the space and displell it in the middle of the night (or rest period). Or even abadon the entire dungeon wile they sleep. Also the spell says nothing about the air supply, so you could rule that after an hour the air supple is exhausted and must be renewed some how. Teleport - Find spells or items that block astarl travel these will block teleportation. And the psionic power Divert Teleport is a great tool for teaching a party not to just teleport right into an enemy hide out. Also the enemys also have teleport so make the party chase the roving enemys. Also you can base high lv enemies on other planes. Invisibility - Items of continuous See Invisibility are 12,000 and high spot bonus items work almost as well. Invisibility Purge is also a good spell, as is true seeing. Scry - Nondetection, Detect Scrying, False Vision, Mind Blank, psionic power Remote View (Scrying) Trap, all these spell can and should be used to counter act scrying. Also use scrying against the party. Detect srying can give you a image and sense of the location of the person scrying you then you can counter scry and launch a teleport strike against the party. Also remember that the enemys can use illusions or arrange things to mislead scryers. At higher lv it become important to make the parties foes active and moble. Base dungeon crawls can become easy and boring unless speacial steps are take to makle them novel and challenging. Why would high lv enemies sit in one place when they can easily operate form six or seven rotating locations. You character have power and some independence now, so don't be afraid to throw the full force of tactics and deception at them. [/QUOTE]
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