WizarDru
Adventurer
Any wise NPC would have access to some lead, and have some specially prepared anti-scrying rooms. Lead isn't that expensive, and any powerful noble would probably make sure to have some.nsruf said:Scry and Teleport is still pretty bad in 3.5. I can't really justify each villain to have access to counter magic or items that prevent scrying. But since neither have the PCs, I can always hit them back the same way. However, this vastly changes the way the game is being played to a strategical spellcasting contest. I'm afraid this is going to lose its appeal soon![]()
As per the SRD: "Lead sheeting or magical protection blocks a scrying spell, and you sense that the spell is so blocked."
I've seen Miracle and Wish used, and generally they're not as powerful as they might at first seem. Many high-level spells, like Maze or Imprisonment, seem much nastier than the work out in practical use to be.
One spell that sits unused, like the Crazy uncle sitting at the table that everyone tries to ignore, is Mord's Disjunction. I haven't used it, yet, and neither have the players...until the first time I actually use it, and then all bets are off, I suspect. Not that it matters too much to the DM, who has far less to lose.

Most of the spells I don't like or denied have come from Defenders of the Faith or Masters of the Wild. For example, I kicked Miasma to the curb the first time I saw it. My players vetoed Mandragora after the druid tried to cast it...and was the beginning of the institution of a player spell-committee.

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