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Hejas Sergeant
 433 Posts



 Poland
 | | 07/23/2006 8:21 AM |
| In almost every team there is a buffer who casts powerful defensive spells on party members, boostin AC, HP etc.
There are so many spells, that it's possible to become almost invincible with magic.
Imagine very powerful spellcaster villain. Level 20 sorcerer for example. With mighty spellcaster friends. Clerics and even psionics.
My question is: What spells would the villain use to protect himself from dangerous adventurers? It would be great to create a compilation of defensive spells stacking with each other. What do you think? | | ~Polish~DDM~Elite~ ;-)
Champion of the Psion Killer. Knight of the "Baldur's Gate" Characters.
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| nycfarmkid Underboss
 1210 Posts



 Wadsworth, OH
 | |  Lab Monkey Commander
 4133 Posts




 | | 07/23/2006 11:22 AM |
| Mindblank is pretty essential at that level. It's great because you can cast it on yourself and your friends plus it has a 24 hour duration.
With a feat from Races of the Dragon, dragonblood sorcerers can now use Quicken spell. I highly recommend this option as it will allow you to cast lower level buff spells as a swift action each round in addition to casting higher level spells. A non-dragonblood character can qualify by taking Draconic Heritage. | | Have: Cat; Want: Storm Giant Champion of Anything Dragonlance Before trading, please check the Disputed Trades Thread | |
| Korhal_IV Sergeant
 852 Posts




 | | 07/23/2006 1:21 PM |
| | Displacement is nice for the 50% miss chance. Fly will limit any PC who hasn't invested in a method of flying (and you'd be surprised at the number of numbskulls who forget), and so forth. You should remember, though, that every round spent buffing essentially equates to four free actions from the party. A villain who buffs in combat is in a very dangerous situation. I'd say that the best protection for a villain is something like an "Alarm" spell keyed to his doormat, and some regular divinations on the heroes in the neighborhood. When the Alarm triggers, he can pull out a suite of defenses tailored to defeat the heroes. | | I now have a Have/Want list updated with all my rares! Stop by to take a look! Trade References: www.maxminis.com/forums/topic.asp?TOPIC_ID=8560 | |
|  zenthrus Commander
 4680 Posts



 SLC, UT
 | | 07/23/2006 2:19 PM |
| Don't forget Time Stop. Great way to "pause" a bit and cast a few buffing spells.
High-level summon monster spells are often superior to spells that just buff the caster. Take the Augment Summoning feat, summon some nasty critters (a chance to actually use a Fiendish T-Rex mini), then cast Mass buff spells (Bull's Strength, Cat's Grace, Bear's Endurance are the three key spells).
Shapechange, Fireshield, Shield, and Mage Armor are staple arcane buffing spells. Mass Mage Armor does wonders for your summoned army (not all summoned critters wear armor).
The Spell Compendium offers lots of fun buffing options for high-level casters: Mass Fire Shield, Abyssal Army/Hellish Horde, Wall of Greater Dispel Magic, Superior Invisibility, Ironguard, Cloak of the Sea (if you have an underwater lair), Greater Alarm (alerts you to people coming from another plane).
Other fun non-buff spells include: Extract Water Elemental, Greater Dimension Door, Symbol of Spell Loss, Force Missiles, Mass Snake's Swiftness, and Summon Undead V are all very interesting. They're also good ways to spoil the PC's day [:D] | | Knight Warlord a.k.a. Commander (#32) in only 6 months. Where's my pie? Champion of Dwarven Thunderlashers Knight of the Large Dire Chicken Have/Want List Trade References | |
| gss_000 Commander
 3204 Posts



 Baltimore, MD
 | | 07/23/2006 7:53 PM |
| | I really like the spells that really can hurt you if you rely on magic to much: Like reciprical gyre and reaving dispel. Imagine how scary a situation becomes when all the spells you used on yourself were not only taken away but placed on the big baddie. | | Completed trades: blackthorne, Drakkengi,Thorgrin, Ironfist Boulderbender x2, ckissee, nasamonkey, Username, Star, Ace13 x3, emontedodger x2, Drconveyor, church, Joeyb, Sir Bozak The Damned, Xeromod, the other guy x2, Qucalion of Celene, Dagaron x2, berus316, qillan_dvra, AshloreDarkShadow
For further info go to My Reference Thread and Trade Interface
Champion of Radiant Sevant | |
| Chris Orlando Warrior
 187 Posts




 | | 07/24/2006 1:58 PM |
| quote: Originally posted by Hejas
In almost every team there is a buffer who casts powerful defensive spells on party members, boostin AC, HP etc.
There are so many spells, that it's possible to become almost invincible with magic.
Imagine very powerful spellcaster villain. Level 20 sorcerer for example. With mighty spellcaster friends. Clerics and even psionics.
My question is: What spells would the villain use to protect himself from dangerous adventurers? It would be great to create a compilation of defensive spells stacking with each other. What do you think?
You might wana be carfull buffing your arcane caster to much, because theres a cleric spell that makes you take damage bassed on the level of spell buff you have on yourself, and it does stack. So 10 lvl 1 buff spells = 10d6 dmg.... Not sure how the dmg increases, just saying that if theres someone crafty enough in the party to have that spell taken, it could put a real kink in your armor so to say. | | Zardnaar, One dork to rule them all. | |
| nycfarmkid Underboss
 1210 Posts



 Wadsworth, OH
 | | 07/24/2006 2:05 PM |
| quote: Originally posted by Chris Orlando
quote: Originally posted by Hejas
In almost every team there is a buffer who casts powerful defensive spells on party members, boostin AC, HP etc.
There are so many spells, that it's possible to become almost invincible with magic.
Imagine very powerful spellcaster villain. Level 20 sorcerer for example. With mighty spellcaster friends. Clerics and even psionics.
My question is: What spells would the villain use to protect himself from dangerous adventurers? It would be great to create a compilation of defensive spells stacking with each other. What do you think?
You might wana be carfull buffing your arcane caster to much, because theres a cleric spell that makes you take damage bassed on the level of spell buff you have on yourself, and it does stack. So 10 lvl 1 buff spells = 10d6 dmg.... Not sure how the dmg increases, just saying that if theres someone crafty enough in the party to have that spell taken, it could put a real kink in your armor so to say.
Spells like this are great to have on a scroll. I still stand by Mordenkainen's Disjunction, however. good bye every spell you have up and a chance at goodbye permanantly to your magic items. | | Looking to buy some figures? Chances are I may have them!! Check here!! My Reference Thread | My Warbands | My Ebay Auctions | My Qualifier Warband Champion of Spellswords
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| Puggins Sergeant
 619 Posts




 | | 07/24/2006 5:09 PM |
| | Well, here's a no-brainer. The Draconomicon (probably spell compendium too) contains two spells which protect against teleportation into your immediate vicinity. The lesser spell has a 24 hour duration and delays anyone teleporting in by one round, giving the caster notice that someone is violating the ward and giving the caster the ability to ready an action or cast an important spell. The greater version gives the caster 3 rounds of preparation. Any party stupid enough to try to teleport into the immediate vicinity of a powerful villain in order to achieve surprise is going to receive quite a nasty gift. | | References: http://www.maxminis.com/forums/topic.asp?TOPIC_ID=7231 | |
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