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<blockquote data-quote="Tzarevitch" data-source="post: 2844562" data-attributes="member: 1792"><p>Holy Word, Blasphemy etc.: I wish they would fix these spells. I agree that these spells are a bit busted since every half-outsider creature knows them and can sometimes cast them at VERY high caster levels for their CR. </p><p></p><p>Mordenkainen's Disjunctrion: I love this spell. Our other DM uses it a lot too. It isn't really all that uber by they way. Bear in mind that attended items get the wearer's save. In practice, by the time PCs run into anyone who can cast it, they should have decent saves. Some items will be lost but not that many in practice. The spell is less dangerous than a save or die because it isnt all that crippling. Its most powerful function is to auto remove an enemy's buff spells. Hell, my high level NPCs use this spell in traps. <img src="http://www.enworld.org/forum/images/smilies/devious.png" class="smilie" loading="lazy" alt=":]" title="Devious :]" data-shortname=":]" /> </p><p></p><p>Time Stop: The 3.5 revision makes this spell a lot less powerful than it used to be. There is a very limited set of things that a caster can do that have any effect on the outsider world. DMs just have to be on their toes to be sure that the player isn't violating the rules. </p><p></p><p>Sunder: This manouver is actually fairly hard to use, even if you have the feat. The things you most want to sunder are too tough unless you have a high strength or an adamantine weapon. Magic weapons and shields are hard to destroy particularly if made of tougher than steel alloys or highly enchanted. And if you don't have the feat you take an AoO for your trouble. Works best on wands and staves. </p><p></p><p>Scry-Buff-Teleport: This tactic is a boogeyman really if the DM enforces the rules. For starters it is rather hard to scry anyone under 3.5 rules. The DC is rather low unless you have some real tangible connection to your target, it takes an hour to cast (unless greater scry), and you can only make 1 attempt every 24 hours. Plus the scry foci are either very big heavy or totally immobile, unless you use a crystal ball (which has a low save DC). </p><p></p><p>Teleporting into a scried area also counts as "seen once". You have about a 3/4 chance of arriving properly unless you use greater teleport. </p><p></p><p>Bear in mind also that ordinary lead sheeting automatically blocks scry sensors, making it impossible to scry someone in his own sanctum if he doesn't want you to and he is willing to spend a bit of money. </p><p></p><p>Lastly, it isn't that difficult for an intelligent target to spot the sensor and prepare a nasty reception for you, or use any number of other tactics disperse the sensor to prevent you from getting real-time updates of his preparations. </p><p></p><p></p><p>Tzarevitch</p></blockquote><p></p>
[QUOTE="Tzarevitch, post: 2844562, member: 1792"] Holy Word, Blasphemy etc.: I wish they would fix these spells. I agree that these spells are a bit busted since every half-outsider creature knows them and can sometimes cast them at VERY high caster levels for their CR. Mordenkainen's Disjunctrion: I love this spell. Our other DM uses it a lot too. It isn't really all that uber by they way. Bear in mind that attended items get the wearer's save. In practice, by the time PCs run into anyone who can cast it, they should have decent saves. Some items will be lost but not that many in practice. The spell is less dangerous than a save or die because it isnt all that crippling. Its most powerful function is to auto remove an enemy's buff spells. Hell, my high level NPCs use this spell in traps. :] Time Stop: The 3.5 revision makes this spell a lot less powerful than it used to be. There is a very limited set of things that a caster can do that have any effect on the outsider world. DMs just have to be on their toes to be sure that the player isn't violating the rules. Sunder: This manouver is actually fairly hard to use, even if you have the feat. The things you most want to sunder are too tough unless you have a high strength or an adamantine weapon. Magic weapons and shields are hard to destroy particularly if made of tougher than steel alloys or highly enchanted. And if you don't have the feat you take an AoO for your trouble. Works best on wands and staves. Scry-Buff-Teleport: This tactic is a boogeyman really if the DM enforces the rules. For starters it is rather hard to scry anyone under 3.5 rules. The DC is rather low unless you have some real tangible connection to your target, it takes an hour to cast (unless greater scry), and you can only make 1 attempt every 24 hours. Plus the scry foci are either very big heavy or totally immobile, unless you use a crystal ball (which has a low save DC). Teleporting into a scried area also counts as "seen once". You have about a 3/4 chance of arriving properly unless you use greater teleport. Bear in mind also that ordinary lead sheeting automatically blocks scry sensors, making it impossible to scry someone in his own sanctum if he doesn't want you to and he is willing to spend a bit of money. Lastly, it isn't that difficult for an intelligent target to spot the sensor and prepare a nasty reception for you, or use any number of other tactics disperse the sensor to prevent you from getting real-time updates of his preparations. Tzarevitch [/QUOTE]
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