Hmmm, interesting. I've run a few 3.5E sessions with 12th level characters so far and while Wind Walk and Teleport have been very important, they haven't dominated play. Scry has been mostly ignored for the reason that fourthmensch mentioned: a decent Will save negates it (and the opponent knows he's been (likely been) Scry'd when he makes his save).
The drawback of Wind Walk has been the 5 rounds necessary to re- and de-vaporize; it's a tidy way of moving distance or moving through small openings, but it sure is nasty to have to spend tons of time to change form. (Rules: Who can dismiss a Wind Walk? Any recipient or only the caster?) Also, does anyone let their players move at 60mph inside a dungeon? I house-ruled that it's hard to move too fast in the dark -- trying to move at 60mph with only 60' of Darkvision to guide you is like trying to drive a car full speed down a narrow country road with only one dim headlight.
The players have been extremely cautious with Teleport so far, only using it to escape from combat gone bad.
The drawback of Wind Walk has been the 5 rounds necessary to re- and de-vaporize; it's a tidy way of moving distance or moving through small openings, but it sure is nasty to have to spend tons of time to change form. (Rules: Who can dismiss a Wind Walk? Any recipient or only the caster?) Also, does anyone let their players move at 60mph inside a dungeon? I house-ruled that it's hard to move too fast in the dark -- trying to move at 60mph with only 60' of Darkvision to guide you is like trying to drive a car full speed down a narrow country road with only one dim headlight.
The players have been extremely cautious with Teleport so far, only using it to escape from combat gone bad.