| Post/Author/DateTime | Post |
|---|---|
| friedmad02-25-05, 11:54 PM | I am trying to find a way to prevent a sorcerer from using teleport, but I dont want to use Dimensional Anchor because her armor class is too high (20+) and she loves to run at the first sign of trouble. I thought about a fighter with a spell-storing sword, but you can only put up to a third level spell in the sword and Dim.Anch. is 4th level. Any suggestions? |
| Z3phyr02-26-05, 12:01 AM | Use the first level spell "true strike" with the dimensional anchor. With the +20 on the ranged touch attack, you'll have no problem hitting the sorceror. This is best used with a quickened true strike, so you dont waste two turns using truestrike and dimensional anchor. Hope this helps. |
| friedmad02-26-05, 12:05 AM | youre a friggin genius! i totally forgot about that :D |
| Z3phyr02-26-05, 12:09 AM | ;) |
| friedmad02-26-05, 12:10 AM | umm, i forgot to mention....the sorcerer has a rod of absorption....the NPC sent to kill her knows this too because he has been scrying on her. |
| friedmad02-26-05, 01:07 AM | I was thinking, I could lure the party of do-gooders into a lair of ogres and ogre-mages...let the ogre mages sap the rod of absorption, then in the final room (which is round btw), the drow wizard would have enough time to prepare an inward-facing magic circle against good and cast dimensional anchor on it when the party enters... of course the drow wizard will be greater-invis'd of course, i could do multiple raids on the pc sorcerer to sap the rod.... |
| Vatras02-26-05, 01:46 AM | The easy solution, if levels and ressources allow for it, is to use other spells to block teleport and similar powers. The arcane solution is Dimensional Lock (AE spell, no save, rod is as useful as a wooden stick), the divine - and probably best - is Forbiddance (huge AE, no save, requires some tactics due to 6 rounds casting time). Another possibility is psionic, Divert Teleport, which allows you to redirect such travellers to a location of your chosing. I believe there is also a spell doing this, but I cannot remember, if that was 2nd Edition, 3.0 or 3.5 or which book it was. As a last resort, there is the feat Split Ray, which would allow you to fire two Dimensional Anchors at her, but she can only catch one with the rod. |
| VolkorTheRed02-26-05, 05:41 AM | Another method to block a pesky teleporting sorcerer: Ready an action to counterspell the teleport Have the spell Duelward on you (from complete arcane, its one of the best spells in there :) ) and then use the immediate action from duelward to counterspell the teleport. This also negates the problem of the rod of absorption :D |
| [GSV] Kirstar02-26-05, 06:50 AM | how does the sorcerer have ac20 touch ? anyway ambush the sorcerer with feeblemind they wont be using spells with 1 int and cha or use this spell i wrote long ago. lure the character into the area of the spell, and then they cant teleport Randolfs Ricochet Abjuration Level: Sor/Wiz 7 Components: V, S, M Casting Time: 10 minutes per 60' cube Range: 25' + 5' / 2 levels Area: 60' per level Duration: Permanent Saving Throw: Will partial (special) Spell Resistance: None Areas affected by this spell prevent teleportation and similar spells from functioning correctly. Anyone attempting to enter the warded area by teleportation must make a will save or be shunted to a pre-selected (at time of casting) area within the warded effect. If the teleporter makes their save then they have the choice to appear at the shunted location or to not complete the teleportation journey. Using teleportation within the ward either fails or shunts you depending on your save. At the time of casting a password may be set that allows you to bypass the shunt, this doubles the material cost. When designating the shunt location it must lay within the warded area and must conform to all the requirements of a teleport location, solid ground etc. The shunt location can be no larger than a circle of 20' radius. Arcane Material Component: Powdered lead and silver, rare gums and incense worth 500gp per 60' cube. |
| VolkorTheRed02-26-05, 07:03 AM | Touch AC 20 is easy to achieve: Mage armor (+4 AC) Cat's grace (+2 AC, from +4 dex) shield (+4 AC, or even +7 AC in 3.0 :D) which gives you a touch AC of 20 without much effort... Combine this with other spells on higher levels, and protection items and touch AC can become pretty high :) |
| Teltharis02-26-05, 03:02 PM | Well, make the rival dimensional anchor caster a gish(ftr/wiz), shouldnt have much problem hitting AC 20+. |
| fractal03-02-05, 04:21 AM | Touch AC 20 is easy to achieve: Mage armor (+4 AC) Cat's grace (+2 AC, from +4 dex) shield (+4 AC, or even +7 AC in 3.0 :D) which gives you a touch AC of 20 without much effort... Combine this with other spells on higher levels, and protection items and touch AC can become pretty high :) Neither Shield nor Mage Armor add to your touch AC. They provide shield and armor bonuses. These spells do help vs incorporeal touch attacks, since they're force based, but they do nothing vs spells that require touch attack rolls. The only common AC bonuses vs touch spells are Dex, Size, Deflection, Dodge, Cover, and Monk benefits. |
| VolkorTheRed03-02-05, 08:13 AM | Neither Shield nor Mage Armor add to your touch AC. They provide shield and armor bonuses. These spells do help vs incorporeal touch attacks, since they're force based, but they do nothing vs spells that require touch attack rolls. The only common AC bonuses vs touch spells are Dex, Size, Deflection, Dodge, Cover, and Monk benefits. I'm pretty sure they do help improve your touch AC. |
| SamiPeikko03-02-05, 08:51 AM | fractal is right. In 3.0 Shield was cover bonus, but now that it is shield bonus, it no longer helps touch AC. Neither does armor bonus from mage armor. In our 3.0ed lvl 15 Faerun game Touch AC:s can be rather high: Cleric for extreme real-campaign example: Maximized Cat's Grace rises DEX to 18 for 15 hours. (+4) (changed in 3.5) Deflection bonus from Shield of Faith or Holy Aura (+4) Cover bonus from Holy Star (+10) (access restricted in 3.5) Luck bonus from being Auspician (+2) (quite unusual bonus) Haste bonus (+4) (3.0 only) Touch AC Total:10+24=34 Most of these things don't work or are much harder to get in 3.5. |
| Vatras03-02-05, 08:57 AM | PHB pg. 141 states: You opponents AC against a touch attack does not include any armor bonus, shield bonus, or natural armor bonus. Both spells give you a named bonus of the stated type and so do not count. Wouldnt make sense either, because the material the protection is made of is irrelevant, the caster needs only to touch, not to penetrate. |
| Aracor03-02-05, 12:04 PM | If you can control where the encounter occurs, which isn't terribly difficult, you can actually attach a dimensional anchor spell to an unhallow spell which lasts a year, preventing teleportation within the area of effect. I had someone actually have an entire fortress other than a few small areas for their use covered with that, so that the mobility of any invaders was limited badly. ~Aracor |
| Gnarl03-02-05, 12:13 PM | If the sorcerer keeps on readying an action to absord spells with his rod of absorption, he isn't doing anything else and I doubt the player does that for more than a round or two per fight. So the quicken true strike + dimensional anchor should do the trick on a round where the sorcerer is not prepared. Alternatively, you can also try the same trick with enervate or something like that and get him below a level where he can use teleport. Last option: take the sorcerer by surprise. I'm pretty sure his AC will drop below 20 without his dodge and dex bonuses to AC. You have all the time in the world to cast your silenced true strike (we wouldn't want to be noticed now would we) and then blast the beast with one of those nasty spells to prevent teleportation. Last option should be something possible in a situation where an assassin is trying to murder the sorcerer. Poor sorcerer, I wouldn't like to be in his shoes. |
| The Simbul03-02-05, 02:26 PM | If the sorcerer keeps on readying an action to absord spells with his rod of absorption, he isn't doing anything else and I doubt the player does that for more than a round or two per fight.Rod of Absorbtion no longer requires any action on the part of it's wielder to absorb spells. If you are carrying it, are affected by a targeted spell, and the rod isnt at it's maximum capacity, then the spell is negated. Also someone mentioned Dimensional Lock and Forbiddance. Dimensional Lock is a 20ft radius emanation, the boundaries of it's effects can be seen with the naked eye, and the average medium sized character has a base speed of 30ft (mages dont wear armor). Thus a simply move-equivalent action is all that is needed to escape a Dimensional Lock. If the spellcaster is grappled or surrounded by enemies, then there is next to no reason to use a Dimensional Lock, since you find other more mundance ways to disrupt or prevent their spellcasting. In terms of Forbiddance, it has a casting time of 6 rounds. Thus using it in combat is almost a guaranteed failure. |
| Aracor03-02-05, 03:34 PM | In terms of Forbiddance, it has a casting time of 6 rounds. Thus using it in combat is almost a guaranteed failure. That's why I like my idea. The casting time is meaningless because the duration is a year long, and it's completely invisible so they won't even notice it until they make the attempt. ~Aracor |
| [GSV] Kirstar03-03-05, 04:11 AM | simbul is correct look below Absorption: This rod acts as a magnet, drawing spells or spell-like abilities into itself. The magic absorbed must be a single-target spell or a ray directed at either the character possessing the rod or her gear. The rod then nullifies the spell’s effect and stores its potential until the wielder releases this energy in the form of spells of her own. She can instantly detect a spell’s level as the rod absorbs that spell’s energy. Absorption requires no action on the part of the user if the rod is in hand at the time. A running total of absorbed (and used) spell levels should be kept. The wielder of the rod can use captured spell energy to cast any spell she has prepared, without expending the preparation itself. The only restrictions are that the levels of spell energy stored in the rod must be equal to or greater than the level of the spell the wielder wants to cast, that any material components required for the spell be present, and that the rod be in hand when casting. For casters such as bards or sorcerers who do not prepare spells, the rod’s energy can be used to cast any spell of the appropriate level or levels that they know. A rod of absorption absorbs a maximum of fifty spell levels and can thereafter only discharge any remaining potential it might have. The rod cannot be recharged. The wielder knows the rod’s remaining absorbing potential and current amount of stored energy. To determine the absorption potential remaining in a newly found rod, roll d% and divide the result by 2. Then roll d% again: On a result of 71–100, half the levels already absorbed by the rod are still stored within. Strong abjuration; CL 15th;Craft Rod, spell turning; Price 50,000 gp. |
| SamiPeikko03-03-05, 04:21 AM | I doubt wery much that targeted spells like Dimensional Anchor can be attached to hallow or unhallow. Use Dimensional Lock instead. This also enhances the radius considerably. Funny thing is that althoug it is 8. lvl spell with no errata anywhere else, it was Errated 5. lvl for Magic of Faerun. |
| Aracor03-03-05, 11:51 AM | I doubt wery much that targeted spells like Dimensional Anchor can be attached to hallow or unhallow. Doubt all you want. It doesn't change facts. From the 3.5 SRD, Hallow spell: Spell effects that may be tied to a hallowed site include aid, bane, bless, cause fear, darkness, daylight, death ward, deeper darkness, detect evil, detect magic, dimensional anchor, discern lies, dispel magic, endure elements, freedom of movement, invisibility purge, protection from energy, remove fear, resist energy, silence, tongues, and zone of truth. Emphasis placed on the relevant words. Yes, it works. And yes, it lasts a year, so you can feel free to plant several of them around to create a larger area. Although it's actually better than I thought because you can specify that it only works for people opposed to your faith or alignment, so you can teleport around freely, but your opponents can't. That's a nice little toy. The main advantage to using hallow or unhallow is the fact that dimensional lock is very visible, so they can just move out of the area of effect and then teleport anyway. With my trick, they won't even know until they try to teleport or dimension door and the spell fizzles. Which means they're losing an action as well, by finding out the hard way. ~Aracor |
| SamiPeikko03-04-05, 06:26 AM | Thank you Aracor for correcting me. This will have uses in our game. |
| friedmad03-04-05, 08:24 AM | actually according to PH 3.5, Forbiddence is PERMANENT, and since a LE cleric of Lolth will cast it, the playe characters (who are both CG) will take 12d6 damage, Will save for half :D |