You have to have seen a location to scry it, and frankly I wouldn't put a scrying sensor above "seen casually" either, though that is more a personal take than hard RAW.
You can scry creatures. And a location you can currently see (because, for example, scrying) always counts as familiar.
You have to have seen a location to scry it, and frankly I wouldn't put a scrying sensor above "seen casually" either, though that is more a personal take than hard RAW.
You can scry creatures. And a location you can currently see (because, for example, scrying) always counts as familiar.
Anywhere in "scrying" spell say you see a location, only a creature
You shouldn't be able to teleport through a Wall of Force because spell goes into the Ethereal plane. Teleport only happens on the same plane you are on.
You don’t teleport “through” anything. You’re in one space and then you’re in another. You don’t interact at all with the spaces in between. That’s why a wall of force, or any other kind of barrier is irrelevant.
Anywhere in "scrying" spell say you see a location, only a creature
Yes, it says so
On a failed save, the spell creates an Invisible, intangible sensor within 10 feet of the target. You can see and hear through the sensor as if you were there. The sensor moves with the target, remaining within 10 feet of it for the duration. If something can see the sensor, it appears as a luminous orb about the size of your fist.
Instead of targeting a creature, you can target a location you have seen. When you do so, the sensor appears at that location and doesn’t move.
Since you can see and hear through the sensor 'as if you were there', you can see where the creature is.
You shouldn't be able to teleport through a Wall of Force because spell goes into the Ethereal plane. Teleport only happens on the same plane you are on.
You don’t teleport “through” anything. You’re in one space and then you’re in another. You don’t interact at all with the spaces in between. That’s why a wall of force, or any other kind of barrier is irrelevant.
I may have confused Wall of Force with Forcecage. But the reading of Forcecage strongly implies teleporting or anything similar is something trying to go through it. Maybe you are converted to energy and reassemble at the destination? The spell, Forcecage requires that the spell caster make a save for the teleportation spell to succeed. That sounds pretty much like it is trying to hinder something from passing through. In any case, this seems to be much better prison than Web of Force.
You shouldn't be able to teleport through a Wall of Force because spell goes into the Ethereal plane. Teleport only happens on the same plane you are on.
You don’t teleport “through” anything. You’re in one space and then you’re in another. You don’t interact at all with the spaces in between. That’s why a wall of force, or any other kind of barrier is irrelevant.
I may have confused Wall of Force with Forcecage. But the reading of Forcecage strongly implies teleporting or anything similar is something trying to go through it. Maybe you are converted to energy and reassemble at the destination? The spell, Forcecage requires that the spell caster make a save for the teleportation spell to succeed. That sounds pretty much like it is trying to hinder something from passing through. In any case, this seems to be much better prison than Web of Force.
Forcecage blocks teleporting because that is a specific feature of that spell. That's the bang you're getting for a 7th level slot's worth of buck- just being able to bend a Wall of Force into a cube hardly rates a tier 3 spell slot, imo.
Forcecage blocks teleporting because that is a specific feature of that spell. That's the bang you're getting for a 7th level slot's worth of buck- just being able to bend a Wall of Force into a cube hardly rates a tier 3 spell slot, imo.
Well, force wall is pretty busted and should probably be a tier 3 spell as written (I'd be tempted to give it hit points), but the big selling points of force cage are blocking teleport and the ability to create a barred prison.
Forcecage blocks teleporting because that is a specific feature of that spell. That's the bang you're getting for a 7th level slot's worth of buck- just being able to bend a Wall of Force into a cube hardly rates a tier 3 spell slot, imo.
Well, force wall is pretty busted and should probably be a tier 3 spell as written (I'd be tempted to give it hit points), but the big selling points of force cage are blocking teleport and the ability to create a barred prison.
It takes two casters and very favorable terrain to get a Wall of Force combo off. When it works, it's good. The rest of the time, it's usually just a stopgap to combat, and it costs you a 5th level slot and takes up Concentration.
Whether teleport is unreliable depends on what you try to do with it; there are two fairly accessible ways (teleportation circle and linked item) for reducing failure rate to zero, and use of scrying is usually sufficient to get failure rate down to 25%.
That's still trash compared to Transport Via Plants which is a lower level spell and has 100% success rate, yet almost no one brings that up as why casters are broken. It's honestly so weird. There are always the same 3 spells brought up for why casters are broken: Teleport, Forcecage, Wall of Force. But those are Wizard exclusives so that's not a "caster-martial" divide, that's a "wizard vs everyone else" divide, and they really aren't that good TBH. I've been DMing some high level combats recently, where all of these spells could be used by the casters, and none of them have been cast....
Whether teleport is unreliable depends on what you try to do with it; there are two fairly accessible ways (teleportation circle and linked item) for reducing failure rate to zero, and use of scrying is usually sufficient to get failure rate down to 25%.
That's still trash compared to Transport Via Plants which is a lower level spell and has 100% success rate, yet almost no one brings that up as why casters are broken. It's honestly so weird. There are always the same 3 spells brought up for why casters are broken: Teleport, Forcecage, Wall of Force. But those are Wizard exclusives so that's not a "caster-martial" divide, that's a "wizard vs everyone else" divide, and they really aren't that good TBH. I've been DMing some high level combats recently, where all of these spells could be used by the casters, and none of them have been cast....
Because Transport via Plants is very conditional about destinations. You need a plant you’ve seen or touched at the destination. Oddly enough, many BBEGs or people storing plot relevant items neglect to furnish their lairs with floral arrangements and/or aren’t in places the PCs have previously been to.
Also, regarding Scry and Teleport, keeping in mind that the spell to ward an area from scrying and teleport is 4th level. It’s not much of a stretch to expect a BBEG relevant to a tier 3 party has any important locations warded.
Also, regarding Scry and Teleport, keeping in mind that the spell to ward an area from scrying and teleport is 4th level. It’s not much of a stretch to expect a BBEG relevant to a tier 3 party has any important locations warded.
When the only counter to magic is magic, maybe there's a problem? Yes, most tier 3 and higher bosses should be protected by one or more of Mordenkainen's Private Sanctum, Hallow, or Forbiddance, but that is just saying that all legendary monsters should be spellcasters (also, good luck finding a monster with those spells on its stat block).
Also, regarding Scry and Teleport, keeping in mind that the spell to ward an area from scrying and teleport is 4th level. It’s not much of a stretch to expect a BBEG relevant to a tier 3 party has any important locations warded.
When the only counter to magic is magic, maybe there's a problem? Yes, most tier 3 and higher bosses should be protected by one or more of Mordenkainen's Private Sanctum, Hallow, or Forbiddance, but that is just saying that all legendary monsters should be spellcasters (also, good luck finding a monster with those spells on its stat block).
Oh my gosh, one specific field where magic is the problem and solution, and that already falls out in such a way that the end result is not a perfect solution to the conflict. Such as shocking thing to find in a fantasy setting.
And regarding the "all legendaries should be spellcasters", have you actually looked at the legendary monsters? From the current MM we have Aboleth- explicitly magical, dragons- explicitly magical particularly in '24, Animal Lord- explicitly magical, Arch-Hag- explicitly magical, Beholder- explicitly magical, Blob of Annihilation- and here's our first thing that doesn't have either explicit spellcasting or analogous capability, colossus- not exactly the type to be nestled in a lair for an encounter, Death Knight- explicitly magical, Death Tyrant- explicitly magical, Demi-lich- explicitly magical, Dracolich- explicitly magical, Elemental Cataclysm- again not really the type to be at the center of a lair, Empyrean- explicitly magical and with Plane Shift, Kraken- mildly magical, Lich- explicitly magical, Mummy Lord- explicitly magical, Shadow Dragon- mildly magical, Solar- explicitly magical, Sphinx of Lore- explicitly magical, Sphinx of Valor- explicitly magical, Tarrasque- again not one that's designed to be hidden away or if was it would be hidden by those with the power to ward it, Unicorn- explicitly magical, Vampire- mildly magical, and finally Vampire Umbral Lord- mildly magical.
Oddly enough, there seems to be rather high incidence of magic in the kind of fantastic beings who represent boss monster fights in higher level play, and even setting aside all the ones with enough explicit or implicit magic chops to have warded lairs, quite a few of the others are the type who could quite plausibly have minions to do it for them if they're the type to have a lair.
Finally, regarding stat blocks, considering how aggressively cut back spellcasting on monsters is anymore, I'm pretty sure DMs are supposed to fill in additional utility, unless you're going to tell me that a Lich should be treated as though they only know 15 leveled spells and that's it when a Wizard of appropriate CR is will have more than twice as many in their spellbook just from leveling up?
Finally, regarding stat blocks, considering how aggressively cut back spellcasting on monsters is anymore, I'm pretty sure DMs are supposed to fill in additional utility, unless you're going to tell me that a Lich should be treated as though they only know 15 leveled spells and that's it when a Wizard of appropriate CR is will have more than twice as many in their spellbook just from leveling up?
Stat blocks should include spells that are commonly cast, though it could also be solved by having a section in the DMG that actually talked about how to create meaningful exploration challenges by tier, or that talked about typical lair defenses. Though this runs into an opposite problem for gameplay: it's easy to overdo it and make all their toys be useless.
You can scry creatures. And a location you can currently see (because, for example, scrying) always counts as familiar.
Linked items just requires that someone has been there in the last six months and brought something back with them.
Anywhere in "scrying" spell say you see a location, only a creature
That is not what I said, please re-read my comment.
You don’t teleport “through” anything. You’re in one space and then you’re in another. You don’t interact at all with the spaces in between. That’s why a wall of force, or any other kind of barrier is irrelevant.
Yes, it says so
Since you can see and hear through the sensor 'as if you were there', you can see where the creature is.
I may have confused Wall of Force with Forcecage. But the reading of Forcecage strongly implies teleporting or anything similar is something trying to go through it. Maybe you are converted to energy and reassemble at the destination? The spell, Forcecage requires that the spell caster make a save for the teleportation spell to succeed. That sounds pretty much like it is trying to hinder something from passing through. In any case, this seems to be much better prison than Web of Force.
Forcecage blocks teleporting because that is a specific feature of that spell. That's the bang you're getting for a 7th level slot's worth of buck- just being able to bend a Wall of Force into a cube hardly rates a tier 3 spell slot, imo.
Well, force wall is pretty busted and should probably be a tier 3 spell as written (I'd be tempted to give it hit points), but the big selling points of force cage are blocking teleport and the ability to create a barred prison.
It takes two casters and very favorable terrain to get a Wall of Force combo off. When it works, it's good. The rest of the time, it's usually just a stopgap to combat, and it costs you a 5th level slot and takes up Concentration.
That's still trash compared to Transport Via Plants which is a lower level spell and has 100% success rate, yet almost no one brings that up as why casters are broken. It's honestly so weird. There are always the same 3 spells brought up for why casters are broken: Teleport, Forcecage, Wall of Force. But those are Wizard exclusives so that's not a "caster-martial" divide, that's a "wizard vs everyone else" divide, and they really aren't that good TBH. I've been DMing some high level combats recently, where all of these spells could be used by the casters, and none of them have been cast....
Because Transport via Plants is very conditional about destinations. You need a plant you’ve seen or touched at the destination. Oddly enough, many BBEGs or people storing plot relevant items neglect to furnish their lairs with floral arrangements and/or aren’t in places the PCs have previously been to.
Also, regarding Scry and Teleport, keeping in mind that the spell to ward an area from scrying and teleport is 4th level. It’s not much of a stretch to expect a BBEG relevant to a tier 3 party has any important locations warded.
When the only counter to magic is magic, maybe there's a problem? Yes, most tier 3 and higher bosses should be protected by one or more of Mordenkainen's Private Sanctum, Hallow, or Forbiddance, but that is just saying that all legendary monsters should be spellcasters (also, good luck finding a monster with those spells on its stat block).
Ye, my bad, I probably got confused with some other entry
Oh my gosh, one specific field where magic is the problem and solution, and that already falls out in such a way that the end result is not a perfect solution to the conflict. Such as shocking thing to find in a fantasy setting.
And regarding the "all legendaries should be spellcasters", have you actually looked at the legendary monsters? From the current MM we have Aboleth- explicitly magical, dragons- explicitly magical particularly in '24, Animal Lord- explicitly magical, Arch-Hag- explicitly magical, Beholder- explicitly magical, Blob of Annihilation- and here's our first thing that doesn't have either explicit spellcasting or analogous capability, colossus- not exactly the type to be nestled in a lair for an encounter, Death Knight- explicitly magical, Death Tyrant- explicitly magical, Demi-lich- explicitly magical, Dracolich- explicitly magical, Elemental Cataclysm- again not really the type to be at the center of a lair, Empyrean- explicitly magical and with Plane Shift, Kraken- mildly magical, Lich- explicitly magical, Mummy Lord- explicitly magical, Shadow Dragon- mildly magical, Solar- explicitly magical, Sphinx of Lore- explicitly magical, Sphinx of Valor- explicitly magical, Tarrasque- again not one that's designed to be hidden away or if was it would be hidden by those with the power to ward it, Unicorn- explicitly magical, Vampire- mildly magical, and finally Vampire Umbral Lord- mildly magical.
Oddly enough, there seems to be rather high incidence of magic in the kind of fantastic beings who represent boss monster fights in higher level play, and even setting aside all the ones with enough explicit or implicit magic chops to have warded lairs, quite a few of the others are the type who could quite plausibly have minions to do it for them if they're the type to have a lair.
Finally, regarding stat blocks, considering how aggressively cut back spellcasting on monsters is anymore, I'm pretty sure DMs are supposed to fill in additional utility, unless you're going to tell me that a Lich should be treated as though they only know 15 leveled spells and that's it when a Wizard of appropriate CR is will have more than twice as many in their spellbook just from leveling up?
Stat blocks should include spells that are commonly cast, though it could also be solved by having a section in the DMG that actually talked about how to create meaningful exploration challenges by tier, or that talked about typical lair defenses. Though this runs into an opposite problem for gameplay: it's easy to overdo it and make all their toys be useless.