Best defense against Feeble Mind... [Archive] - Wizards Community

Post/Author/DateTimePost
StarFire13

01-15-07, 09:22 PM
...for an Arcane Caster???

I play a Evoc Specialist Wizard in my current DnD game. My group will soon be participating in an "arena styled" compitition for cash and prizes in one of the big towns.

Coming up with various battle plans and contingencies to fight various various classes, Im having problems getting around Feeble Mind. Especially if you throw Spell Focus (Enchantment) feats into the mix...

Any ideas?

My wizard has the Enchantment and Necromancy schools prohibited, and Illusionist Spells beyond lvl 2 (Red Wizard).

Thanks in advance...
Gnomish Zombie

01-15-07, 09:24 PM
If you have no other answer, get a ring of counterspells, and get someone to cast feeblemind into it. It will save you from at least one shot of the spell.
Eco-Mono

01-15-07, 09:27 PM
It's a Mind-Affecting Compulsion; all you need to do is prepare and cast Mind Blank before the battle.
StarFire13

01-15-07, 10:04 PM
Thanks for the responses.

Both are great choices. I'll see which are available to me at the time of the event. Currently my character is level 10, so I'll have to look into caster a scroll that is higher level than I have access to. (The tourney will be lvl 10-12 I believe.)

Something I found in the Complete Mage that I've been pouring over was Otiluke's Suppressing Field. While not a sure thing, it might be a good backup for me.

We'll see how it goes over.
Ogre4Hire

01-15-07, 10:47 PM
Spell Turning is quite hilarious in this sort of situation.
sigma999

01-15-07, 10:51 PM
Blast them!!! FIRRRRRE!!!!!
runestar

01-16-07, 08:07 AM
Polymorph into a treant - you get plant traits, one of which is immunity to mind-affecting effects...:)

I am not sure if you retain spellcasting capabilities in this form though. I think you should, but you had better clarify this first.
StarFire13

01-24-07, 12:49 AM
Another interesting tactic I'll have to look at. It would appear that being able to speak Common and Sylvan, you could still do the verbal part of any spell. It would appear to have "hands" so somatics should be viable as well... Spell Components would be the only prob as they meld into your new form unless you have Eschew Materials.

Nice find runestar. Now I'll just need to include Energy Resistance or Protection from Energy: Fire, to make up for the fire vulnerability.

Can't have it all right?
Bladegeek

01-24-07, 10:34 AM
Win initiative and kill the bag guy first.
The Simbul

01-24-07, 09:39 PM
I would start with bolstering your will save, as mindblank, spell turning, and similarly powerful defenses suggested are a bit beyond your reach and can be too costly to emulate with magic items (especially if the arena observes character wealth limits).

An Evoker 5/Red Wizard 5 will have a base will save of +8 from class levels. An Evoker 6/Red Wizard 4 will have a base will save of +9 from class levels.
meanwhile a standard Wizard 10 will have a base will save of +7 from class levels.

Thus you should take your inherently higher saving throw bonuses (sometimes bought at the expense of a lower BAB) from prestige classing, and build off of it. Use magic items and pre-cast spells ahead of time to bolster your saving throws. As a Red Wizard you already should have a fair number of item creation feats, and when purchasing items within Thay or an enclave you receive a 10% discount on any magic item whose market price is less than 2,500gp, both of which give you a great deal of flexibility in magical equipment.

Aside from the spells in the PHB, there are also several spells that can boost saving throws for long periods of time (create magic tattooFOR), or provide rare bonus types to saving throws (Illykur's mantleUna), in the Forgotten Realms campaign books, and both of those mentioned are very accessible for Red Wizards. If the opposition is going to spend a round trying to dispel your protections then they are giving you a free round in which to attack them with offensive spells. Moreover, with spell power your have the edge in opposed dispel checks, unless you are up against a very focused spell-duel caster.

At the very worst, you can take your a +1 dagger/quarterstaff/etc and pay someone to imbue it with the spellbladePG (feeblemind) property, at an added cost of +6,000gp.

FOR: Forgotten Realms Campaign Setting
Una: Unapproachable East
PG: Player's Guide to Faerun
Cael

01-24-07, 10:04 PM
Umm... Doesn't Protection from Evil and the like give you complete protection against Mind-Affecting Charm and Compulsion effects? If Feeblemind is a Mind-Affecting Compulsion...
runestar

01-24-07, 10:22 PM
Umm... Doesn't Protection from Evil and the like give you complete protection against Mind-Affecting Charm and Compulsion effects? If Feeblemind is a Mind-Affecting Compulsion...
Not complete immunity...
Second, the barrier blocks any attempt to possess the warded creature (by a magic jar attack, for example) or to exercise mental control over the creature (including enchantment (charm) effects and enchantment (compulsion) effects that grant the caster ongoing control over the subject, such as dominate person). The protection does not prevent such effects from targeting the protected creature, but it suppresses the effect for the duration of the protection from evil effect. If the protection from evil effect ends before the effect granting mental control does, the would-be controller would then be able to mentally command the controlled creature. Likewise, the barrier keeps out a possessing life force but does not expel one if it is in place before the spell is cast. This second effect works regardless of alignment.
So it would not protect against feeblemind.
And darn, I forgot about the spellblade enhancement...:embarrass
Cael

01-24-07, 10:27 PM
Thanks. So noted. I thought it was a bit silly to have Prot Evil defeating Feeblemind, my favourite big melee monster killer...