Game-breaking Spells

Bauglir said:
Fine - so he casts False Vision after he detects the scry attempt. The scryer first sees the target look up suddenly, pull out a scroll and cast a spell from it, then the image suddenly flicks to one of the target sleeping.. not terribly convincing
In a high level campaign I DM'ed the target was in a naturally dark cavern (well natural darkvision has its merits), because of constant scrying attempts.

Since the scryer cannot extend his magically enhanced senses through the sensor (as it was in 3.0 IIRC, I think it's different in 3.5) he has to cast a darkvision spell specifically to this end and until then the False Vision was up (which showed exactly the cavern with the target in there, just not all the other little surprises he had waiting there for their arrival via Teleport). ;)

Bye
Thanee
 

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Regarding the ressurection magics in D&D.........

Anyone who seeks to ban them from the game needs to think again unless of course you don't believe in heroes and like watching your players roll new characters every time they die, (which will happen far more frequently as you level up).

We have one player in our group who's managed to keep his character alive from 5th thru 12th and that's because he's a selfish wuss who won't come to the aid of any of his so called friends, (we are an entirely good party by the way), when the excrement hits the whirly blades. The rest of us have died at least once.

Now this is not because we cannot formulate decent strategies, although we sometimes make classic errors, it is because our DM plays a hard game and that's cool. Sometimes it just can't be helped, you misjudge an enemy or it just gets lucky with a critical or something, (forces a save you should make and you follow up with a 1 on the d20 roll).

Characters will die in any given campaign, however when you deny them the right/opportunity to at least try to rez them, well that's just wrong especially if they have the power levels to do it themselves.

Ressurection magic is in no way broken.

And that's my 2 bits worth. :]
 

How about the DM gives the player a certain situation when he scrys. The PC will never know when the DM is giving him some crap, just to keep it from getting awkward. Remember, the DM holds alll power in all games. If the PC tries something the DM does not agree on, he will throw in some restricitng factor. It's our job to do that after all. Also for other spells such as teleport, etc. do not let your players level up fast to reach those spells, restrict the XP a bit. Or better yet, if it is not desired by the DM for this to happen, the spell might have a little slip, like say, a zone of antimagic? I don't know, don't whine, just be creative. Remember the DM is GOD! Also, a bag of holding put within a bag of holding creates a planar tear, and can end up destroying the world as you know it. As for the skeletons in the bag, oh well, let him carry them, it just restricts his pack for the other items he might encounte, such as treasure, weapons, artifacts. His loss, the other PC's gain. Scrying though is able to be detected, if the DM so chooses, and the NPC that senses it might stop mid-sentence, or enact some magical defense. Also, remember that most BBEG's protect their lairs from such attempts, and that is where most of the important issues are discussed.... ;)

So, no, I don't think they ruin the game. Unless, of course, the DM lets it happen.
 

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