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DM Advice Requested: Higher Level Spells
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<blockquote data-quote="Werewolf_26" data-source="post: 906497" data-attributes="member: 1317"><p>Here are a few ideas with dealing with these spells.</p><p></p><p></p><p>Rope Trick- If your concerned about the party who uses teleport and bags of holding together, then this should be a snap. Bag of hold + Extradimensional Space = Bad stuff happening. Either bag of holding sucked in, closing the dimensional space and destroying the bag and its contents, or everyone near might get sucked into the astral plane. Your choice. check out the portable hole discription on DMG pg 224. Most players would rather spend the night in the dangerous dungeon than leave their little magical bags of holding unguarded on the ground below.</p><p></p><p></p><p>Teleport - What evil temple or evil complex would be without a Forbiddance spell? This 6th level spell cast by evil clerics to protect areas they are concerned about both keeps people from going in if they walk in to the area, but it also prevents extradimensional travel. 60 ft cube per level (shapeable) means you can pretty much ward your main strong hold area, with out a problem. And its a permanent spell. Also keep in mind that the spell is a vocal spell, so the simple silence spell cancels it out, and deafness gives it a 20% miss cast chance.</p><p></p><p></p><p>Invisibility - More clerical spells to get rid of problems. Unhallow your site, bind invisibility purge to it. This does cover less area than the Forbiddance spell, but you can put it towards the front of your base or the inner sanctum to prevent invisibility from ruining your day. You could also have creatures with scent keeping their nose to the floor watching for unfamiliar scents. Or have your floors covered in sand, ash, or water to follow the movements of an invisible creature. They might fly at this point, so wind walls would be useful for sealing off areas (remember flying creatures are considered 1 size category smaller for purposes of wind effects on them---medium size spell casters would be considered small, and wind wall deflects small creatures).</p><p></p><p></p><p>Scry - If the villain detects the scrying, it might be better to give them false information rather than screening it. Combat the easiest spying spell with misinformation. Be ready to give the false information at any time.</p></blockquote><p></p>
[QUOTE="Werewolf_26, post: 906497, member: 1317"] Here are a few ideas with dealing with these spells. Rope Trick- If your concerned about the party who uses teleport and bags of holding together, then this should be a snap. Bag of hold + Extradimensional Space = Bad stuff happening. Either bag of holding sucked in, closing the dimensional space and destroying the bag and its contents, or everyone near might get sucked into the astral plane. Your choice. check out the portable hole discription on DMG pg 224. Most players would rather spend the night in the dangerous dungeon than leave their little magical bags of holding unguarded on the ground below. Teleport - What evil temple or evil complex would be without a Forbiddance spell? This 6th level spell cast by evil clerics to protect areas they are concerned about both keeps people from going in if they walk in to the area, but it also prevents extradimensional travel. 60 ft cube per level (shapeable) means you can pretty much ward your main strong hold area, with out a problem. And its a permanent spell. Also keep in mind that the spell is a vocal spell, so the simple silence spell cancels it out, and deafness gives it a 20% miss cast chance. Invisibility - More clerical spells to get rid of problems. Unhallow your site, bind invisibility purge to it. This does cover less area than the Forbiddance spell, but you can put it towards the front of your base or the inner sanctum to prevent invisibility from ruining your day. You could also have creatures with scent keeping their nose to the floor watching for unfamiliar scents. Or have your floors covered in sand, ash, or water to follow the movements of an invisible creature. They might fly at this point, so wind walls would be useful for sealing off areas (remember flying creatures are considered 1 size category smaller for purposes of wind effects on them---medium size spell casters would be considered small, and wind wall deflects small creatures). Scry - If the villain detects the scrying, it might be better to give them false information rather than screening it. Combat the easiest spying spell with misinformation. Be ready to give the false information at any time. [/QUOTE]
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