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Let's ban Teleport!
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<blockquote data-quote="Kid Charlemagne" data-source="post: 1676347" data-attributes="member: 93"><p>Scry-Buff-Teleport has got all kinds of issues, mostly solved by strictly following the RAW. I think if you strictly follow the rules, and add a few 3rd party spells into the mix, it becomes a very poor tactical choice.</p><p></p><p>1. Scry is not very specific about what you see. You see with "full visual acuity." Although many DM's do this, there is nothing in the spell description to imply that the viewer has <em>any</em> ability to "move the camera" so to speak. You can see the subject's "immediate surroundings," and that's all.</p><p></p><p>2. Teleport requires you to be familiar with the area that you teleport to. The minimum requirement is "Viewed Once." Depending on the situation, Viewed Once (with a 1 in 4 chance of screwup) may be the best you can do. More often it would be Seen Casually, but that still has a 1 in 8 chance of screwing up (according to 3.5 rules).</p><p></p><p>3. As has been mentioned, there are plenty of spells in the Core Rules that can affect Scrying and Teleportation. Mordenkainen's Private Sanctum is just a 5th level spell, and if you know you're being scryed, used a charged item of that to ward yourself completely. Hallow and Unhallow can also block teleport. Nondetection can help make you unlocateable via Scrying, and is pretty low level. I'm sure there are some more.</p><p></p><p>4. 3rd party spells. Monte Cook has some good ones in the Complete Book of Eldritch Might. Just let the PC's hear that a spell like "Teleport Redirect" exists, and watch S-B-T attempts drop like Michael Jackson's record sales.</p></blockquote><p></p>
[QUOTE="Kid Charlemagne, post: 1676347, member: 93"] Scry-Buff-Teleport has got all kinds of issues, mostly solved by strictly following the RAW. I think if you strictly follow the rules, and add a few 3rd party spells into the mix, it becomes a very poor tactical choice. 1. Scry is not very specific about what you see. You see with "full visual acuity." Although many DM's do this, there is nothing in the spell description to imply that the viewer has [i]any[/i] ability to "move the camera" so to speak. You can see the subject's "immediate surroundings," and that's all. 2. Teleport requires you to be familiar with the area that you teleport to. The minimum requirement is "Viewed Once." Depending on the situation, Viewed Once (with a 1 in 4 chance of screwup) may be the best you can do. More often it would be Seen Casually, but that still has a 1 in 8 chance of screwing up (according to 3.5 rules). 3. As has been mentioned, there are plenty of spells in the Core Rules that can affect Scrying and Teleportation. Mordenkainen's Private Sanctum is just a 5th level spell, and if you know you're being scryed, used a charged item of that to ward yourself completely. Hallow and Unhallow can also block teleport. Nondetection can help make you unlocateable via Scrying, and is pretty low level. I'm sure there are some more. 4. 3rd party spells. Monte Cook has some good ones in the Complete Book of Eldritch Might. Just let the PC's hear that a spell like "Teleport Redirect" exists, and watch S-B-T attempts drop like Michael Jackson's record sales. [/QUOTE]
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