BSF
Explorer
Quasqueton said:I don't want to sound too harsh, but have you read the spells? How does a group pull off the B-S-T combo? Scrying has a casting time of 1 hour, a cumbersome (at best) focus, gives a Will save, and 1 min/level duration. Teleport can be seriously inaccurate, even dangerous, without familiarity of the target location. And the most common and powerful buffs have very limited durations.
Quasqueton
Well, I daresay that Wizardru has a firm grasp on Teleport as well as how players will attempt to exploit Scry-Buff-Teleport. He does run one high level campaign, as evidenced in his Story hour. (BTW - Wizardru, if you follow the link in your .sig, it takes you to a cyberstreet address. I PM'd you with the more accurate address.) The tactic still has potential to work and the question really comes down more to what risks to pull it off are your players willing to accept.
In any event, welcome to the wonder world of Teleport! Higher level transport spells change the nature of the challenges of the game. Relatively recently, the DM for the group I play in missed to fact that we were high enough to use Wind Walk. We had a mission to complete that included a potential multi-week overland journey through a variety of terrains. Since we were running on a tight timeframe, we decided to Windwalk the journey in just about a day. Unfortunately, I think he had been spending a lot of prep time on encounters we would have along the way.
If I were to offer any advice, it would be to start being a little more aggressive with encounters. The PC's now have the potential to pop back to town for supplies if they need them. They have the potential to travel across the nation to warn that outpost that a surprise attack will be coming. They have the potential to respond to any number of things. Start integrating those possibilities into your game. Don't be afraid to create situations that require those types of magic to solve. Only somebody with the same types of power that the heroes have can hope to solve the mystery, or to retrieve the item, or to save the day. You are moving into the range where the work and perseverance that made the PCs heroes at lower levels is paying off so that they are the ones with the powers, and the desire to use them, to save the day. It can be fun to watch them look at a situation and keep looking for a mundane answer that doesn't exist. Finally, they realize the only solution is higher level magic and then they start to understand that they have earned their wings, in a manner of speaking.