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Spell to block Plane Shift
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<blockquote data-quote="paradox42" data-source="post: 6156598" data-attributes="member: 29746"><p>There is no specific Epic spell that fulfills your criteria. The Epic spell system was designed to be freeform, and expandable as desired- thus, you the GM would need to figure out the spell's specifics and make them.</p><p></p><p>Using the "artifact excuse" as I suggested is likely to be a plot hook for future, very-high-level gaming after your party has tackled whatever was causing them to <em>Teleport</em> in the first place and thus end up offplane. They will probably be interested in the artifact, and wonder how they might use it for their own ends (or even better for game-plot purposes, destroy it so nobody can ever use it again).</p><p></p><p>Epic levels aren't a nightmare, if you have certain details figured out and can pay attention to such; the trouble most people have is that they can't deal with those details. For example, you have to figure out how to convert relatively large skill modifiers (such as a +40 to Acrobatics) into story details- what does that even <strong>mean</strong> in game terms? The number of bonuses one needs to track when figuring out what a PC or appropriately-levelled NPC can do also becomes relatively difficult to handle (hint: Excel is your friend).</p><p></p><p>In my experience, many (if not most) GMs can't handle the sort of thinking necessary to do that, so they label Epic-level games a "nightmare" and avoid running them at all. This is unfortunate, because Epic games provide the chance to run stories that cannot possibly be run any other way (for example, one in which the configuration of the game world's pantheon of gods changes- with some gods leaving and others entering, probably with one or more PCs being/joining the "entering" portion).</p></blockquote><p></p>
[QUOTE="paradox42, post: 6156598, member: 29746"] There is no specific Epic spell that fulfills your criteria. The Epic spell system was designed to be freeform, and expandable as desired- thus, you the GM would need to figure out the spell's specifics and make them. Using the "artifact excuse" as I suggested is likely to be a plot hook for future, very-high-level gaming after your party has tackled whatever was causing them to [I]Teleport[/I] in the first place and thus end up offplane. They will probably be interested in the artifact, and wonder how they might use it for their own ends (or even better for game-plot purposes, destroy it so nobody can ever use it again). Epic levels aren't a nightmare, if you have certain details figured out and can pay attention to such; the trouble most people have is that they can't deal with those details. For example, you have to figure out how to convert relatively large skill modifiers (such as a +40 to Acrobatics) into story details- what does that even [B]mean[/B] in game terms? The number of bonuses one needs to track when figuring out what a PC or appropriately-levelled NPC can do also becomes relatively difficult to handle (hint: Excel is your friend). In my experience, many (if not most) GMs can't handle the sort of thinking necessary to do that, so they label Epic-level games a "nightmare" and avoid running them at all. This is unfortunate, because Epic games provide the chance to run stories that cannot possibly be run any other way (for example, one in which the configuration of the game world's pantheon of gods changes- with some gods leaving and others entering, probably with one or more PCs being/joining the "entering" portion). [/QUOTE]
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Spell to block Plane Shift
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