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More powerful spells at first level?
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<blockquote data-quote="astriemer" data-source="post: 2297221" data-attributes="member: 19771"><p>As PS mentioned, the problem within the dungeon could be ameliorated with requireing survival checks to determine distance and direction.</p><p></p><p></p><p></p><p></p><p>With Move Space being available at such a low level the economics of defense changes for that world. Anti-teleport zone magic items (Dispel Magic v. Move Space) and spells would quickly become more common as well, particularly for those areas that would be likely targets.</p><p></p><p>Anti-Entrance Stone</p><p>This magic item prevents the use of commonly available spells to secure entrance to an area that you want guarded. It protects a small room and as it prevents a spell, it sets off an alarm to indicate an intrusion attempt.</p><p>Targeted Dispel Magic versus Move Space, Scry, Move Earth (1 MP each). The creator has 8 ranks in Dispel Magic. (SR 19 or +9 Scry DC)</p><p>Contingent Create Sound (5 MP)</p><p>Total MP 9 (8 + 1 for duration).</p><p>81,000 gp base value</p><p></p><p>While that appears expensive, any well funded keep should have a few of them in strategic locations.</p><p></p><p>Alternately, you could create a one-use version of the item that does the same thing (without the alarm, it just disintegrates) for 180 gp, but must be purchased repeatedly once its used. That is easily affordable by BBEGs and common castle/dungeon defenders.</p><p></p><p>As the PCs get higher level, have a higher level caster create the blocking stone (technically the cost won't go up as the SR and scry will go up as the creator's Dispel Magic skill goes up, though conceptually, a higher level mage would probably be able to charge more).</p><p></p><p>I would also think that if your PCs are spending MP to cast this spell repeatedly (to get all the party moved at once), shouldn't they be running out of MP pretty quickly.</p></blockquote><p></p>
[QUOTE="astriemer, post: 2297221, member: 19771"] As PS mentioned, the problem within the dungeon could be ameliorated with requireing survival checks to determine distance and direction. With Move Space being available at such a low level the economics of defense changes for that world. Anti-teleport zone magic items (Dispel Magic v. Move Space) and spells would quickly become more common as well, particularly for those areas that would be likely targets. Anti-Entrance Stone This magic item prevents the use of commonly available spells to secure entrance to an area that you want guarded. It protects a small room and as it prevents a spell, it sets off an alarm to indicate an intrusion attempt. Targeted Dispel Magic versus Move Space, Scry, Move Earth (1 MP each). The creator has 8 ranks in Dispel Magic. (SR 19 or +9 Scry DC) Contingent Create Sound (5 MP) Total MP 9 (8 + 1 for duration). 81,000 gp base value While that appears expensive, any well funded keep should have a few of them in strategic locations. Alternately, you could create a one-use version of the item that does the same thing (without the alarm, it just disintegrates) for 180 gp, but must be purchased repeatedly once its used. That is easily affordable by BBEGs and common castle/dungeon defenders. As the PCs get higher level, have a higher level caster create the blocking stone (technically the cost won't go up as the SR and scry will go up as the creator's Dispel Magic skill goes up, though conceptually, a higher level mage would probably be able to charge more). I would also think that if your PCs are spending MP to cast this spell repeatedly (to get all the party moved at once), shouldn't they be running out of MP pretty quickly. [/QUOTE]
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More powerful spells at first level?
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