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| necrosnoop11003-04-04, 01:08 PM | This thread’s purpose is to generate discussion about and to put on display those spells that are really the bomb when it comes to personal defense. I would argue that wizards, above and beyond any other class, really needs to focus on shoring up their weaknesses; namely – low fort and reflex saves, low hit points, low AC, etc. In fact I think that, excluding specialized wizard builds, a general use wizard’s focus should be as follows: 1) Personal defense: How can you help anyone else if you’re constantly being neutralized or hurt 2) Offense: Every wizard has got to have some kick, even a utility wizard needs to be able to throw down every now and again 3) Team defense & Utility: Wizards can do things that no other class can do, even despite those darn Domain spells of the Cleric infringing on our turf somewhat, spells such as Teleport, Mass Fly, etc. If you don’t share the “arcane wealth” with your teammates you are severally limiting your overall effectiveness. In light of this, make a list detailing a single spell at each level that you believe is the most useful for a wizard’s own defense, the best of the best. Choose a spell as if you only had one slot available at each level to devote to personal defense. These spells do not necessarily have to be abjurational in nature they can be diversions like illusion spells or anything really – just as long as they focus on a wizard’s own defense. When making this spell selection, forget about magic items or situational conditions – just select those spells that you believe are the most beneficial to a wizards personal defense in the most situations. Follow this by any basic spell use tactics or other suggestions you might have. This thread is all about spells and their optimized use. Oh, and if some of you want to make your list all complicated with metamagic craziness go for it, just make it obvious what your doing. (Any and all sources are welcome but please cite them if they are not from the PHB) Thanks, Necrosnoop Here are my suggestions: 1st: Mage Armor (Got to cover the basics) 2nd: Invisibility (How can the enemy harm you if they can’t see you) 3rd: Gaseous Form (Mobility and Insubstantiality what a combo) 4th: Stoneskin (Enough said) 5th: Teleport (See ya) 6th: Globe of Invulnerability (Stand there and laugh at 4th level or lower spell effects) 7th: Energy Immunity [Tome & Blood] (Become immune to one type of energy, a good choice is fire) 8th: Mind Blank (Say goodbye to all your Enchantment and Divination problems for 24 hours!) 9th: Hide Life [Tome & Blood] (Basically, unless they find your left pinky toe hidden in Davey Jones’s locker you can’t die from straight up hp damage) Spell Tactics: I commonly cast Repulsion and Globe of Invulnerability in tandem. 4th level or lower spells can’t get in and neither can the lower level minions. Then I use divinations such as Arcane Sight & True Seeing to determine the best move if it’s not already obvious. Follow that up with the most appropriate offensive spells. And have ready a quickened silent teleport as a back-up and you got it going on. |
| Sisyfos03-04-04, 01:20 PM | I use persistent cover of darkness (pocket grimoire arcana) on my abjurer. None can target me with targeted spells and they need to make a will save if they come to melee or flee. Most people do not have pocket grimoires (shame on you). A persistent fireshield is also a good turn-off for most people wanting to attack you in melee. Sisyfos |
| necrosnoop11003-04-04, 01:28 PM | Sisyfos, Cool idea. And shame on me cause I don't have the pocket G. Can you turn this persistent cover of darkness on and off? If its always on how do you interact with anyone? |
| Sisyfos03-04-04, 01:40 PM | Caster can see out of the sphere normally. I only cast it when I am in extreme danger, or when I do not want to be attacked while I sleep. It's not your most social spell. You become surrounded by a sphere of inpenetrable darkness which moves with you. But fireshield surrounds you with damaging flames, repulsion keeps everyone away from you, gaseous form turns you into mist. It is the nature of these defensive spells that they rarely are social. I forgot one thing: melee attacker needs to make 1) a FORT save or be blinded and 2) a WILL save or be affected by an effect similar to the fear spell. |
| Slack & Hash03-04-04, 06:22 PM | I think False Life beats out the other powerhouse 2nd level defensive spells Invisibility, Resist Energy, and Mirror Image. False LIfe has the longest duration and protects against all damage (non-ability). Since these are the first hit-points lost, it can easily be recast, working almost like a healing spell. For 3rd level, I think you have to give a nod to Fly or Displacement over Gaseous Form. When you cast Gaseous Form you become ineffective, this makes it a better running spell than defensive spell. With Fly and Displacement you are able to protect yourself and still contribute to the welfare of the party. I like Fly better for casters and Displacement for people in melee. If you using 3.0/3.25, the 5th level spell Ghost Form (TaB) has to be strongly considered. The real protection this spell gives is that you can duck into a wall or under the ground. This gives you nearly complete protection from 90% of the monsters, the other 10% still have to contend with your etherealness. Ghost Form could be the best protection spell at any level. Over all, I think the best protection spells let you stay in the battle. Spells like Invisibility (not greater), Gaseous Form, and Teleport are good escaping spells, but limit what you can do after you cast them. I think the 'best' defensive spells allow you to keep fighting even after you cast them. |
| necrosnoop11003-04-04, 09:40 PM | Excellent ideas Slack & Hash, I agree with you defense spells are best when they help you without removing you from the fight. :D Thanks, Keep em coming everyone |