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<blockquote data-quote="Antoine" data-source="post: 1183838" data-attributes="member: 13307"><p>It's always easier on the DM's side of the screen : some unexplained (in rules terms effet) circumstances will most often do the trick, such as limitations on teleportation in Forgotten Realm's underdark (radiations IIRC).</p><p></p><p>For PCs, Hong's point of view is exactly mine. Meanwhile, you can try some magical countermeasures for spell-casters, especially arcane which are the prime target of any hit and run action. Such as : act in disguise, abuse spells as non detection and misdirection (might read sequester and mind blank too), leave a few similacrums which can draw scrying attention to them. Use any type of polymorphed/disguised decoys… Operate with minimal magical equipement which can be left behind if helping your identification. </p><p></p><p>Based on personnal experience, flight is often best trick : a silent word of recall is a great life insurance for any cleric (silent spell feat also helps avoiding the silence spell nightmare, almost a mini anti-magic field with respect to low-level spellcasters). With some improved initiative and maximized Dex, you could pull out of trouble before these anti-magic fields are around.</p><p></p><p>But greater scrying, discern location rule the game : eventually, you'll be found, hunted and six foot under without you ever knowing what happened. So keeping the low profile suits for survivor, and remember the only enemies you probably can withstand are dead enemies.</p></blockquote><p></p>
[QUOTE="Antoine, post: 1183838, member: 13307"] It's always easier on the DM's side of the screen : some unexplained (in rules terms effet) circumstances will most often do the trick, such as limitations on teleportation in Forgotten Realm's underdark (radiations IIRC). For PCs, Hong's point of view is exactly mine. Meanwhile, you can try some magical countermeasures for spell-casters, especially arcane which are the prime target of any hit and run action. Such as : act in disguise, abuse spells as non detection and misdirection (might read sequester and mind blank too), leave a few similacrums which can draw scrying attention to them. Use any type of polymorphed/disguised decoys… Operate with minimal magical equipement which can be left behind if helping your identification. Based on personnal experience, flight is often best trick : a silent word of recall is a great life insurance for any cleric (silent spell feat also helps avoiding the silence spell nightmare, almost a mini anti-magic field with respect to low-level spellcasters). With some improved initiative and maximized Dex, you could pull out of trouble before these anti-magic fields are around. But greater scrying, discern location rule the game : eventually, you'll be found, hunted and six foot under without you ever knowing what happened. So keeping the low profile suits for survivor, and remember the only enemies you probably can withstand are dead enemies. [/QUOTE]
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