I'm not being snarky or snippy here when I say change the conditions of success. WHereas you, the evil villain, could teleport away any time you want and return with reinforcements. That means that even if they managed to pull off the Scry/Teleport combo, they wouldn't be able to leave once they got there. This can be defeated by giving your lair a strong or overwhelming Aura of non-illusory magic, such as from the spell Unhallow cast by a 12th lvl caster with the Dimensional Anchor power. They could cast Detect Magic through the Sensor if they bothered to think of that that would give them a will save. An illusion counts as misleading information for the purposes of Teleport, and because the PCs aren't interacting with the illusion through the sensor, they don't automatically get Will saves. A Darkness or a simple Silent Image spell will keep the PCs from divining your location by scrying, since the sensor only sees a 10ft radius.Īctually, a simple yet permanent Illusion spell cast upon a villain's lair would be a cheap and easy way to fool the Scry/Teleport combo, and has the benefit of making your dank dungeon hideaway look like a sunny beach resort. A DC 40 spot check will notice the presence of invisible inanimate objects, like the sensor, so you will at least not be surprised. The destination you choose must be a location with which you are very familiar or that you have studied carefully.Ī DC 20 Intelligence check will spot the magical sensor. You must overcome the power resistance of creatures that possess it to make a successful diversion, and the teleporting creature can make a Will save to foil the diversion as well.įor the purpose of this power, “divert” means you choose the actual destination of any teleportation attempt you can affect, as if you yourself were teleporting to that location, regardless of the teleportation range of the effect you are diverting. You can divert the destination of both incoming and outgoing teleportations, psionic and magical. You can manifest this power even if it is not your turn. This is an immediate action, like manifesting a quickened power, and counts toward the limit of one quickened power per round. Similar to detect teleportation, except that you know the intended destination, and you can divert the final destination of any teleportation attempt made by others within the area. Saving Throw: Will negates (foils diversion) + 10 ft./levelĮffect: Diverts the teleportation of any object or creature whose weight does not exceed your maximum load They tried this another time, and had no idea where the location seen through scrying was, so I did not allow them to use find the path.Manifesting Time: 1 immediate action see textĪrea: A circle, centered on you, with a radius of 50 ft. On one occasion, they recognized the location, and though they had never been there and only seen it through scrying, they were aware of the rough geographical location, so I let them use find the path. I have had my players use scrying to spy on an NPC, and then try to use find the path to get there. Obviously, the "very familiar" category as described here qualifies for find the path, and "seen casually" seems to qualify as well - "not very familiar" still implies some level of familiarity. "Description" is a place whose location and appearance you know through someone else's description, perhaps from a map. "Viewed once" is a place you have seen once, possibly using magic. "Seen casually" is someplace you have seen more than once but with which you aren't very familiar. "Very familiar" is a place you have been very often, a place you have carefully studied, or a place you can see when you cast the spell. However, the teleport spell gives some insight, as familiarity plays a role in that spell's success: Unfortunately, "familiar with" is given no clear or objective definition in the rules. It's up to the DM, but the teleport spell gives some insight.
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