Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Game Breaker Spells - What are they?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="VirgilCaine" data-source="post: 3806405" data-attributes="member: 17083"><p><strong>Adamantine Fail.</strong> Fail beyond words. </p><p></p><p>I keep seeing this myth perpretrated again and again and <em>again</em>.</p><p></p><p>Read the spell. </p><p></p><p>Read it again.</p><p></p><p>Read it <em>again</em>.</p><p></p><p>Read <strong>Greater Teleport</strong>, <em>twice</em>.</p><p></p><p>These spells allow nothing of the sort.</p><p></p><p>Notice the requirements? Knowledge of <em>layout</em> <strong>and</strong> <em>location</em> of the target area. Tell me how you are going to locate the villain's hideout using a spell that takes <strong>one hour</strong> to cast and lasts <strong>1 minute per level</strong>. </p><p></p><p>How many times are you going to scry on him before he notices? </p><p>How many enemies do you think he has that try this trick? </p><p></p><p>The enemy will not approach road signs, and use code names for destinations, targets, and allies. How much time to you need to note and combine specific details about the flora and fauna of where he is to find him? </p><p>What about rock formations underground? Can you identify where he is underground by the rock face? </p><p>Can you place accents well? </p><p></p><p>Note the dangers of teleportation: <strong>natural or magical energy can make teleportation more dangerous or even impossible.</strong></p><p> </p><p>Without solid information as to the location of the enemy and the trustworthiness of the scrying spell, you take your life in your hands when casting this spell. </p><p></p><p>Any enemy that can would locate his demesne in an area dangerous to teleportation or create one using Control Weather, or use an ancient, already <em>Forbiddanced</em> temple as his base.</p><p></p><p>Most D&D worlds have had magic work the same way for thousands of years. One would only need to make a Spellcraft skill roll to know Teleports limitations, but fortunately, there's hundreds of other people who came before the villains who set up long-lasting, durable fortresses or temples.</p><p></p><p>Teleport and Greater Teleport are spells for escape and quick return to a group base or fortified temple of Good (or whatever alignment).</p></blockquote><p></p>
[QUOTE="VirgilCaine, post: 3806405, member: 17083"] [b]Adamantine Fail.[/b] Fail beyond words. I keep seeing this myth perpretrated again and again and [i]again[/i]. Read the spell. Read it again. Read it [i]again[/i]. Read [b]Greater Teleport[/b], [i]twice[/i]. These spells allow nothing of the sort. Notice the requirements? Knowledge of [i]layout[/i] [b]and[/b] [i]location[/i] of the target area. Tell me how you are going to locate the villain's hideout using a spell that takes [b]one hour[/b] to cast and lasts [b]1 minute per level[/b]. How many times are you going to scry on him before he notices? How many enemies do you think he has that try this trick? The enemy will not approach road signs, and use code names for destinations, targets, and allies. How much time to you need to note and combine specific details about the flora and fauna of where he is to find him? What about rock formations underground? Can you identify where he is underground by the rock face? Can you place accents well? Note the dangers of teleportation: [b]natural or magical energy can make teleportation more dangerous or even impossible.[/b] Without solid information as to the location of the enemy and the trustworthiness of the scrying spell, you take your life in your hands when casting this spell. Any enemy that can would locate his demesne in an area dangerous to teleportation or create one using Control Weather, or use an ancient, already [i]Forbiddanced[/i] temple as his base. Most D&D worlds have had magic work the same way for thousands of years. One would only need to make a Spellcraft skill roll to know Teleports limitations, but fortunately, there's hundreds of other people who came before the villains who set up long-lasting, durable fortresses or temples. Teleport and Greater Teleport are spells for escape and quick return to a group base or fortified temple of Good (or whatever alignment). [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Game Breaker Spells - What are they?
Top