So, how do you do the Scry-Buff-Teleport thing again?


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Infiniti2000 said:
Dimensional anchor would only keep the players there once they arrived. You might be thinking of dimensional lock, which cannot go into an unhallow. Better yet, forbiddance is permanent.

We always played it that if you put a Dim Anchor in a Hallow/Unhallow it blocked travel in or out.

...covered with a shimmering emerald field that completely blocks extradimensional travel.
 

But, it can't block the creature from extradimensional travelling until he reaches the unhallowed area, which by then it's too late. The way you are playing it would turn an unhallow + dimensional anchor into an unhallow + dimensional lock. There's no difference, yet dimensional lock cannot be keyed to the unhallow. Are you sure that's what you intend?
 

I see what you are saying, that's the way the DM played it, but I never really examined it. I think he ruled that the hallow/anchor made it so teleports in counted as 'false location'.

Seems like hallow should prevent intrusion moreso than egress.
Besides, dimensional lock is too high level :p

The only real difference I see in the two spells is that anchor is a creature or object and lock is an area. I would think that the purpose of the hallow is to apply the spell tied to it to a large area.
...The spell effect lasts for one year and functions throughout the entire site, regardless of the normal duration and area or effect.

I see the hallow basically turning anchor into lock.

edit: also like to add that played this way ^ hallow/anchor is a great defense for the strategy that was being griefed by this tread.
 

The creature/object vs. area is a huge difference. In the one case you need a target, in the other you do not.

The way I read a dimensional anchor in a hallowed area is that people who enter the area (of the appropriate type of course) are affected as with a dimensional anchor. It doesn't stop intrusion, but makes it hurt a lot once you get there. That to me also fits how I view hallow thematically. There's nothing intrinsic about hallow that hedges out opponents. You need spells like forbiddance for that.
 

S'mon said:
The main limiter in 3.5e is that in 3.5 you can only scry people with Will saves, not general locations, and people know if they have to make a Will save, so it's a lot harder than in 3.0.

People know if they succeed at a Will save. You don't know anything if you fail it.

Succeeding on a Saving Throw: A creature that successfully saves against a spell that has no obvious physical effects feels a hostile force or a tingle, but cannot deduce the exact nature of the attack.

("Wait! I think I just failed a Spot check!")

-Hyp.
 

What I don't like about most of the anti-teleport spells is that they force the party to stick to where they cast the spell. Its fine for resting for the night, but there is more to a campaign than sticking to one place.

Once we had a campaign turn into D&D Trench warfare, with both sides venturing out of their protective lair only long enough to make a few scry attempts then buff-teleport. Then, after blowing all their spells in a few hours, they scurry back to the lair and wait for the next day. It was fun for a while, then became really stale.

Now we rule that any any creature teleported via a Spell with word "Teleport" in it has a -4 penalty to attack, damage, saves, and skill checks for 1 hour. Now players are only willing to teleport to fairly safe areas.
 

Originally posted by Eldragon
Now we rule that any any creature teleported via a Spell with word "Teleport" in it has a -4 penalty to attack, damage, saves, and skill checks for 1 hour. Now players are only willing to teleport to fairly safe areas.

then I don't see much of a problem with letting them teleport into a throne room.
They'd just end up as meat cubes
 

VirgilCaine said:
Of course, you still have to know the targets name.
... Or have a piece of them. Or have seen them. Or have an item of theirs. Or have a picture of them (although such things have +/- adjustments on the will save).
 

werk said:
Seems like hallow should prevent intrusion moreso than egress.
Besides, dimensional lock is too high level :p
Don't forget the medium-level Mage's Private Sanctum (Sor/Wiz 5) - it does nothing (directly) to stop teleports, but it totally kills the Scry step, it lasts 24 hours, it covers a rather large area (1 30-ft cube/level), and it costs no expensive material components.
 

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