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<blockquote data-quote="Shallown" data-source="post: 1680225" data-attributes="member: 1368"><p>I designed my last campaign around those spells planning to take it to 16-17 level. They made it to 15-16 before the campaign was done. So they had access to many abilities that are game breaking (in some opinions). Here are a few things I did.</p><p></p><p>Temples/churches had a natural immunity to scry and teleport. Not every podunk shrine but the larger churches did. Just part of its divinity.</p><p></p><p>There was an alchemical way to prevent scry and teleport. Very expensive but possible so the movers and shakers of the world usually had a room or two shielded from such things.</p><p></p><p>The main Meta plot dealt with a deal the Gods had made with the Demon/devils so as part of that contract the God's could not answer questions directly dealing with the meta plot but Divinination was still very useful to the players.</p><p></p><p>The God's where not all knowing except in their own feilds of power. So who you asked when you Communed and such really changed the answers. I adjusted answers based on the God's own veiw of the world, an almost alien one. Alien in that mere mortals may not "get it". My players often debated which God they were gonna ask certain divinations becuase they knew the answer would vary. It was a moral quandry if the cleric would go outside his God's realm to ask other God's for info.</p><p></p><p>Raising dead envolved dealing with the God's fairly directly. Often you had to bargain with the God's to get a soul returned. Sometimes agreeing to a quest or oweing them when your next death came about. I would often have the whole party involved in the ceremony asking each player (privately) what they would give up to bring this person back. Often the God's would not take that full price but instead wanted to know how important this person was to the real world versus the afterlife. A sort of defending your life deal.</p><p></p><p>just a few thoughts</p><p></p><p>later</p></blockquote><p></p>
[QUOTE="Shallown, post: 1680225, member: 1368"] I designed my last campaign around those spells planning to take it to 16-17 level. They made it to 15-16 before the campaign was done. So they had access to many abilities that are game breaking (in some opinions). Here are a few things I did. Temples/churches had a natural immunity to scry and teleport. Not every podunk shrine but the larger churches did. Just part of its divinity. There was an alchemical way to prevent scry and teleport. Very expensive but possible so the movers and shakers of the world usually had a room or two shielded from such things. The main Meta plot dealt with a deal the Gods had made with the Demon/devils so as part of that contract the God's could not answer questions directly dealing with the meta plot but Divinination was still very useful to the players. The God's where not all knowing except in their own feilds of power. So who you asked when you Communed and such really changed the answers. I adjusted answers based on the God's own veiw of the world, an almost alien one. Alien in that mere mortals may not "get it". My players often debated which God they were gonna ask certain divinations becuase they knew the answer would vary. It was a moral quandry if the cleric would go outside his God's realm to ask other God's for info. Raising dead envolved dealing with the God's fairly directly. Often you had to bargain with the God's to get a soul returned. Sometimes agreeing to a quest or oweing them when your next death came about. I would often have the whole party involved in the ceremony asking each player (privately) what they would give up to bring this person back. Often the God's would not take that full price but instead wanted to know how important this person was to the real world versus the afterlife. A sort of defending your life deal. just a few thoughts later [/QUOTE]
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