How do you defend against this?


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And if all else fails, invent some new spells. For example, in my campaign we added a new line of spells "Planar Static" that disrupted Scrying, magical travel (including Teleport), extradimensional spaces, and so on within the area of effect. There were a series of these; the higher ones were mobile, had longer durations, were more effective, and so on. The low-level ones would just make it difficult to get a good picture, while the high ones completely shut down that type of magic and damaged the caster from a feedback sort of thing. Fun stuff, but not so needed in 3.5E.

Under the core rules, though, there's very little you can do to stop the Scry-Buff-Teleport combo. In the end the party and DM have to agree to restrain themselves, which is annoying since it really breaks immersion. I mean, it's an obvious tactic considering the spells, and there's no in-game reason NOT to do it...
 

Victim said:
Use Mind Blank. The spell rocks.

Yep, Mind Blank simply stops Scrying. There are other spells of lower levels (like Misdirection), which also help.

Against Antimagic Fields, there is pretty much no defense for characters relying on magic. MD can destroy it, but the chances are slim.

A high Initiative is crucial at high levels, because you cannot teleport in with an Antimagic Field running (well at really high levels you can via Contingency), so being first could foil the plan of the attackers.

Reactive Counterspell could also help.

Bye
Thanee
 



Piratecat said:
Mordenkainen's Private Sanctum from T&B seems like a pretty good solution. So does making amulets of non-detection.

Mordenkainen's Private Sanctum (Sor/Wiz5, lasts 24 hours) is now 3.5e core. So is Dimensional Lock (Clr8, Sor/Wiz8, lasts 1 day/level).
 

CatharticMoment said:
We looked at the various options available and came to the conclusion that we couldn't effectively defend ourselves.

None of the standard PHB spells for defending against teleport or scrying are up to the job. Bare in mind that it only takes a brief glimpse of your location for there to be a possibility of teleporting to it.

In my opinion, unless 20th level characters can rest safe in their beds without the fear that a 13th level party will teleport in at any moment and kill them, then the game is fundamentally broken.
I think you missed my posts for the past 3 years. :D

Congratulations for coming to this conclusion, and posting it, on your own.
The more that people realize high-level magic in D&D is broken, the more people will accept changes to the system to fix it.

Having to be hunkered in your Scry-proof, Teleportation-proof bubble is an unrealistic, and patently ridiculous-looking way of "fixing" spell problems.
Thank goodness high-level magic makes the game more heroic! :rolleyes:
 

reapersaurus said:
The more that people realize high-level magic in D&D is broken, the more people will accept changes to the system to fix it.

Having to be hunkered in your Scry-proof, Teleportation-proof bubble is an unrealistic, and patently ridiculous-looking way of "fixing" spell problems.
Thank goodness high-level magic makes the game more heroic! :rolleyes:

Hehe.

This is not only true for magic, even though it's surely the most obvious thing about high level D&D.

But really... pretty much everything is completely overpowered in high levels... that's just the D&D system, which in itself leads to this (levels, hit points, characters increasing their individual power by a double-digit factor (some more some less, but all do) over the course of 20 levels and all that unrealistic crap ;)).

Bye
Thanee
 
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The Ring of Ultimate Mundanity - Places a "wall" between the wearer (and whatever he or she wears, carries, or holds) which prevents magic (and psionics, if using the "Psionics is Different" variant) from entering or leaving the area.

It's a lot like living in an Antimagic Sphere, except that you can still use spells on yourself... Problems come about with it, though (no, Touch-range spells don't work, unless you're wearing, carrying, or holding the target; magical plusses of swords work, but do powers?, etc.)
 
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There is a spell combo that protects against the teleport attack :-Hallow/Unhallow with Dimensional Anchor, okay it costs 5,000 gp plus you need a 9th level Cleric to cast it (unless you duplicate the spell with a researched arcane one) but it lasts 1 Year.

The only people with a chance of getting through are those with Spell Resistance.
 

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