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What Spells give the DM the most headache...
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<blockquote data-quote="William Ronald" data-source="post: 1435997" data-attributes="member: 426"><p>I seem to recall that there was a potion in the 1st Edition book, Manual of the Planes, which could be used in the construction of castles and similar structures to prevent teleleportation and access to planar travel. I believe the cost was roughly 1 percent to 5 percent of the cost of the structure. It would not be too hard to have a similar item, spell or ritual in a game.</p><p></p><p>Also, a little misdirection can go a long way to ruin divination spells. A simple trick is to have a villain operate under an alias -- that does not exist. A rather more interesting trick is to have a spell or item that redirects divinations to a different target. (This can be amusing if a foe of the PCs arranges to have an item to redirect divinations hidden among their gear or among the possessions of their henchmen or servants. Hmml, maybe that is why everyone thought the butler did it? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> ) </p><p></p><p>I have had little problem with teleport and divination spells. As a player, I have found that some creativity helps in divination and that travelling to an unknown location can be dangerous. (Particularly if the BBEG's allies are just out of scrying range.) However, sometimes the only way to find out information on someone is to snoop about. Also, teleport spells can have unfortunate results. Teleport without error is a 7th level spell.</p><p></p><p>As for Mordenkainen's Disjunction, I have had PCs use it -- and other players grumble if they did not pay attention to were they placed their characters. (In two cases, it was necessary to use it to weaken truly horrible adversaries -- and one or two PCs were not paying attention. I ended up having one character replacing some items for a player --- and another cast the spell to draw attention away from his allies, sacrificing his own life so that his allies could live.) It can be an effective spell, but it requires some coordination from the players.</p></blockquote><p></p>
[QUOTE="William Ronald, post: 1435997, member: 426"] I seem to recall that there was a potion in the 1st Edition book, Manual of the Planes, which could be used in the construction of castles and similar structures to prevent teleleportation and access to planar travel. I believe the cost was roughly 1 percent to 5 percent of the cost of the structure. It would not be too hard to have a similar item, spell or ritual in a game. Also, a little misdirection can go a long way to ruin divination spells. A simple trick is to have a villain operate under an alias -- that does not exist. A rather more interesting trick is to have a spell or item that redirects divinations to a different target. (This can be amusing if a foe of the PCs arranges to have an item to redirect divinations hidden among their gear or among the possessions of their henchmen or servants. Hmml, maybe that is why everyone thought the butler did it? :D ) I have had little problem with teleport and divination spells. As a player, I have found that some creativity helps in divination and that travelling to an unknown location can be dangerous. (Particularly if the BBEG's allies are just out of scrying range.) However, sometimes the only way to find out information on someone is to snoop about. Also, teleport spells can have unfortunate results. Teleport without error is a 7th level spell. As for Mordenkainen's Disjunction, I have had PCs use it -- and other players grumble if they did not pay attention to were they placed their characters. (In two cases, it was necessary to use it to weaken truly horrible adversaries -- and one or two PCs were not paying attention. I ended up having one character replacing some items for a player --- and another cast the spell to draw attention away from his allies, sacrificing his own life so that his allies could live.) It can be an effective spell, but it requires some coordination from the players. [/QUOTE]
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