Scry/Teleport/Mindblank High Level Intrigue

strongbow

First Post
I have played in a campaign that was largely wrecked because of 3.0 Scry/Teleport/Mindblank wars, and have watched the strain of the interaction of these three spells strongly influence others.

While 3.5 makes Scry offer a Will Save to its Target, the Scry/Teleport combo is still very potent, and very much a characteristic of high level campaigns. With high level PCs come high level enemies, especially those pesky organizational enemies that never quite go away.

With the high level campaigns that I have either seen, discussed, or personally played in, it is difficult to have these three spells run as printed in the PH. If someone wants to start a <Fixing PH Spells: Effective Houserules> or similiar thread to offer their house rules, then go right ahead. What I would like to discuss is how DMs have dealt with the interaction of Scry/Teleport/Mindblank using the rules as given with PH spells and standard magic items.
 

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Use some of the various anti-teleport spells or anti-scry spells in various products. CBoEM has several (Teleport Redirect, etc). Redirect one teleport into an active volcano and people will get real careful real quick.
 

Ok, hmmm. Does the spell Redirect Teleport (a non PH spell I might add) work against Greater Teleport? By this I mean to ask if the spell will have the Greater Teleport caster appear in an unsafe place? Generally speaking, the two Teleport spells have you arrive "safely" in the sense that you won't drown or arrive in rock and be killed. Dealing with traps and inhabitants is another matter, but you won't appear in a volcano. If the spell does this, then it is indeed a powerful defense.
 

strongbow said:
Ok, hmmm. Does the spell Redirect Teleport (a non PH spell I might add) work against Greater Teleport?

Well, by the text of the spell, it affects "any teleportation subtype spell," so it would affect Greater Teleport. It works if you teleport into or out of the affected area. The example given is to arrive in a cell. I can see your reluctance given the text "arrive safely" to have the PC's put in that position.

Another idea would be to have them arrive safely in a room that has been trapped to have a very easy to trigger trap door - the trap door gives way and drops the occupants into a room with Anti-magic Sphere cast upon it...

I would inform my players that they had heard of such magics before spring ing them on them, and I'd use them sparingly. However, just the threat that Teleport isn't perfectly safe is often enough.

Another neat one in the CBoEM is Teleport Tracer, which would allow you to follow someone after they teleport away - though it doesn't itself give the ability to do so.

One more idea. If an NPC knows that the PC's are out to do him in, a Divination that asks "When are my enemies most likely to attack me?" gives you an excellent idea of when you need to most be on your guard.
 
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And here's one if you want to stay totally within the 3.5 PHB: A permanent Mordenkainen's Private Sanctum will hedge a 90'x90'x90' area from divination. That will cover a 7-8 story keep, and they're both 5th level spells. I'd imagine most any wizard worth his salt would make this a priority if he's the type to have a base. THe spell's pretty handy even if it isn't permanent. Having a wand handy to cast it when needed wouldn't be a bad idea.
 


While Detect Scrying has its uses, since Greater Scrying is a one action spell, you can still scry & teleport very quickly. Conceivably someone could teleport away after being made aware by detect scrying, but then you fall into the realm of adjudication and probably initiative to see who acts first.
 

Discern Location says that it "circumvents normal means of protection from scrying and divination" I don't want to get into a mind blank vs discern location war, but short of mind blank discern location will reveal all you need to know for the Buff Buff, Discern, Teleport, Kill Kill.
 

A permenant private sanctum (MPS) would cost all of 90,000 gp. Not quite chicken feed, but very affordable to a high level PC party or any longterm organization.

An Amulet of Detect Scrying would be 56,000 gp.

The person scrying is also vulnerable to a number of effects, such as Symbol of Death, Symbol of Insanity, and gaze attacks. Read the Symbol of Death as spell description carefully; there is a lot of DM latitude for it triggering any symbol on specific events or intruders. Spending the gem dust or renting a basilisk is pretty pricey, but it could be done if for particularly pesky adventurers whose tactics become predictable.
 

I once made use of the overuse of scry/teleport in a high level campaign, when the PCs were trying to get a hold on a villain (a drow archmage).

Of course, he was using Mind Blank, but still there might be some moments during the day, where they could catch him with the spell down (I gave them a very slim chance each day).

The drow was prepared, however, and was sitting in a completely dark cavern, so the PCs wouldn't notice when his False Image (of the same dark cavern (so teleport works) with just the drow inside, meditating - hiding the other surprises he had prepared for them) popped up.

They were in for quite a surprise when they arrived shortly thereafter... :D

Bye
Thanee
 

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