Cerubus Dark
First Post
lol, gotta try that one later.Hjorimir said:Don't you guys scry n' fry the players as well? Teleport and Scry are no big deal once you come to accept them for what they are: tools that both sides have.
lol, gotta try that one later.Hjorimir said:Don't you guys scry n' fry the players as well? Teleport and Scry are no big deal once you come to accept them for what they are: tools that both sides have.
I didn't meant to imply that every NPC should be scry resistant. Quite the opposite. However, many high-powered opponents would have developed counter-measures, whether it be a quick escape plan (such as a daily contingency spell, quickened Dim Door or an item to buy them time), adequate defenses or more social and political defenses. Threatening innocents, bartering information or fear of retaliation are all excellent non-magical ways to keep BST in reasonable restraint, without preventing its use.nsruf said:And spend all their time in the room? I think not.
The last time my party used scry+teleport for hit-and-run, the npc was far away from his home and not expecting them to meddle in his affairs right now. So I decided he had no protection up (although he could cast misdirection, I decided he wouldn't do that every day without a good reason).
WizarDru said:However, when the levels get higher, certain spells will become a regular occurence for any spellcaster. Having a mindblank and several 'escape' spells memorized daily is standard. Any wise spellcaster of sufficient level has several escape routes ready without being ridiculously silly about it.
Greybar said:One thing that many of these discussion remind me of: The lone villain concept is at a severe disadvantage to a party of heroes. As GMs, we tend to use lone villains because they are easier to conceive of, easier to run, and easier for the PCs to know and hate.
I undertand what you're saying, but speaking as a guy with a 23rd level party of 6, I can assure that there are lots of ways to deal with the issue without falling into spell-counterspell strategies.nsruf said:My group is currently about level 14, so the opponents are level 12-15. So they may have dimension door, teleport, or contingency, but no mind blank. And if the party manages to engage them twice in one day, most of their protections are gone.
That rule ("Any creature with an Intelligence score of 12 or higher can notice the sensor by making a DC 20 Intelligence check. The sensor can be dispelled as if it were an active spell") is still in 3.5, actually, hidden in the Schools of Magic discussion under "Divination."Ferox4 said:I will admit that scry can be abused. We still use the 3.0 rule for detecting the sensor - giving both PCs and NPC the chance to dispel it - as well as the Will save.
allenw said:That rule ("Any creature with an Intelligence score of 12 or higher can notice the sensor by making a DC 20 Intelligence check. The sensor can be dispelled as if it were an active spell") is still in 3.5, actually, hidden in the Schools of Magic discussion under "Divination."
JimAde said:Right. Alter self only allows you to change to a creature of your same type (at least in 3.5, don't know about 3.0). He needs Polymorph, which is a whole different rant
Unless he's an Outsider somehow?
![Devious :] :]](http://www.enworld.org/forum/images/smilies/devious.png)

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.