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<blockquote data-quote="Paraxis" data-source="post: 6515640" data-attributes="member: 13009"><p>I think it is a matter of changing expectations of what type of adventures 14th level plus characters can undertake and what is challenging for them. They have access to 7th level spells like teleport. Traveling on foot or mount is something beneath them now.</p><p>So you want to set up encounter zones where they need spells like this to access. </p><p></p><p>Magical castles might have wards against teleportation, and wards that make creatures revert to their true form. They could be adventuring on floating islands that need this spell to get anywhere, or a magical plane of air that would blow them off course if they use it so need to teleport.</p><p></p><p>I agree they shouldn't be able to talk to each other. I would have no issues with them concentrating on spells while in mist form. </p><p>As far as targeting them with spells, I would most assuredly want to target them with spells so I could dispell the effect or cause damage to them.</p><p></p><p>DC 15 to notice them as a threat is way to high in my opinion, at this level things know what powerful magic can do so when mist starts floating around the room they should be on alert to it and see it as a perceived threat almost all of the time.</p><p></p><p>The spell doesn't make it easier to hide, sure they could cast invisibility but they still need to make stealth rolls and someone in the party is going to screw that up just like always. </p><p></p><p>So is it a good spell, ohh sure it is. But it doesn't change much of the encounters themselves it just bypasses all the mundane walking about stuff.</p><p></p><p>You can still have magic traps, doors, and wards that they need to bypass.</p></blockquote><p></p>
[QUOTE="Paraxis, post: 6515640, member: 13009"] I think it is a matter of changing expectations of what type of adventures 14th level plus characters can undertake and what is challenging for them. They have access to 7th level spells like teleport. Traveling on foot or mount is something beneath them now. So you want to set up encounter zones where they need spells like this to access. Magical castles might have wards against teleportation, and wards that make creatures revert to their true form. They could be adventuring on floating islands that need this spell to get anywhere, or a magical plane of air that would blow them off course if they use it so need to teleport. I agree they shouldn't be able to talk to each other. I would have no issues with them concentrating on spells while in mist form. As far as targeting them with spells, I would most assuredly want to target them with spells so I could dispell the effect or cause damage to them. DC 15 to notice them as a threat is way to high in my opinion, at this level things know what powerful magic can do so when mist starts floating around the room they should be on alert to it and see it as a perceived threat almost all of the time. The spell doesn't make it easier to hide, sure they could cast invisibility but they still need to make stealth rolls and someone in the party is going to screw that up just like always. So is it a good spell, ohh sure it is. But it doesn't change much of the encounters themselves it just bypasses all the mundane walking about stuff. You can still have magic traps, doors, and wards that they need to bypass. [/QUOTE]
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