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Help make me invincible.

Rkhet

First Post
What level are you playing on? And do you have access to scrolls?

If you can find some way to cast Shapechange, there are many, many ways to make an invulnerable character.

Oldie with a new twist: Extraordinary Spell Aim + Antimagic Field, Shapechange into a twelve-headed Pyrohydra (good luck getting cold damage without magic). Have someone cut off your heads, slowly, until you have 24. Cast a UMD'd Divine Power on youself to top it off, and add a Monk's Belt for the unarmed strike and wis-to-ac. Instant close-combat monster. Enemy fighters will be running away like little girls.
 

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Ringmereth

First Post
Take the 'Initiate of Mystra' feat from PGtF and you're immune to antimagic. Put a persistant one around yourself, and while almost everyone's effectiveness is severely limited, you can still pump out spells. It would work especially well with IotSV, since you can put up fully effective wardings, but enemy casters can't dispel them. The only weakness is MDJ, which most casters are loath to use on you, and only has a half chance of working anyway. And if you can counterspell it via Contingency and Dispel Magic or a Ring of Counterspells (or something similar), then you're even better off.

A few other tips: use Shapechange. A lot. Check the MMII and III and the ELH for ideas. Demiliches are especially fun. Another great spell is Moment of Prescience. Getting your caster level to any save, check, etc is a great last-ditch defense. Time Stop is, for obvious reasons, crucial-keep a few scrolls of it handy. It should be your first spell in any dangerous combat and be put to use to get off your major defenses (AMF if you don't have it up constantly, a Warding, Shapechange, and MoP) in one round.

Item-wise, scrolls are important. Flexibility is power, and so is having a couple extra spells up your sleeve in drawn-out combats. An item of Death Ward or similar, while expensive, will probably be worth it. Finally, if your DM is crazy enough to allow it, buy a Thought Bottle and cast Wishes whenever you like.
 

Rackhir

Explorer
I've been running an experimental 18th lvl campaign where pretty much anything goes. So I've been faced with some pretty monsterous characters.

An item of greater blink would be a must. You don't have to worry about a miss chance for your stuff and you have a 50% miss chance for attacks on you and you take half damage from area effect spells. It's a bear to deal with.

You are a wizard so this is a bit trickier, but the Soulfire armor enchantment from the either the book of vile darkness or exhalted deeds, makes the wearer immune to death spells, magical death effects, energy drain, & negative energy effects. It's a +4 advantage.

A ring of freedom of movement will keep you from getting grappled as well as a bunch of other unfavorable conditions.

Don't forget that a hand of glory will let you use 3 rings.

Reactive counterspell and improved counterspelling are also very good defensive choices for feats. Don't forget other basics like Mirror image and displacement.

Broach of shielding will protect you from magic missiles for only 1,500 gold. Cloak of resistance or something similar is mandatory, you can never have too many + to your saves. Likewise don't forget items that grant luck bonuses.
 

Mark Chance

Boingy! Boingy!
Ringmereth said:
Take the 'Initiate of Mystra' feat from PGtF and you're immune to antimagic. Put a persistant one around yourself....

You mean a persistent antimagic field? That's a 12th-level spell. Good luck with that one.

As I said before, you can't make an invincible character. No one can. It is impossible.

(Not even the Elminster designation would help.)
 
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darthkilmor

First Post
interwyrm said:
I am going to be playing an abjurer/initiate of the sevenfold veil in an upcoming campaign. What spells should I focus on so that I am basically invincible?

We are playing with a house rule that wizard specialists have access to all spells in their chosen school, so all abjuration spells are fair game.

I am giving up enchantment and necromancy.

It might have been mentioned before, but are you playing a standard phb race or will any race be allowed? I was looking at playing a Keeper(from mm2) in a new campaign, they've got damn near all the immunities a golem does without being a construct. Only bugger is if they're pinned or captured of otherwise helpless for 10 rounds they dissolve into goo. But a ring of freedom of movement would help with that one. It's certainly much easier to be nearly invincible when you race naturally is immune to, a whole lotta stuff.
 

interwyrm

First Post
I'll be playing human. I like the idea of counterspelling. We will be starting low level and hopefully going all the way to twenty.

Reactive counterspelling sounds really good.

The spells I am most worried about are finger of death, and flesh to stone. The only easy ways I can see around those are spell turning, and greater spell immunity.
 

andargor

Rule Lawyer Groupie
Supporter
interwyrm said:
I'll be playing human. I like the idea of counterspelling. We will be starting low level and hopefully going all the way to twenty.

Reactive counterspelling sounds really good.

The spells I am most worried about are finger of death, and flesh to stone. The only easy ways I can see around those are spell turning, and greater spell immunity.

For finger of death and other death/draining effects, get a scarab of protection.

For flesh to stone, not much can be done. The Initiate of the Sevenfold Veil's yellow veil prevents petrification. Perhaps contingency: break enchantment could work. In any case, moment of prescience would be a must have against any save-or-die/petrify spells, although it is 8th level.

Andargor
 

Merlion

First Post
Having access to Spell Resistance and Greater Spell Immunity (which all wizards should anyway) will help with both of those as well.
 

daBooj

First Post
Jack Simth said:
Dispel really only sends him back home, where he must expend another set of material components to go back to the Prime Material.

The silver cord, however, is "only" invisible and incorporeal. If someone with a ghost touch weapon and see invisibility up decides to cut it ... or a mage targets it with a force effect ... or he gets hit with an area effect spell that succeeds on the 50% miss chance granted by incorporeality... he's dead. With no body to ressurect. True Ressurection might work, but would leave him "stranded" on the prime material, away from his equipment (including spellbooks....), away from his sealed up demiplane, and very much vulnerable.

sorry, didn't think it worked that way. If I remember correctly, there are only three things that can cut the silver cord: a githyanki silver sword, an astral dreadnaught and the most powerful winds of the astral storms (random encounter).

With such limitations... the spell becomes a rather potent weapon.
 

Jack Simth

First Post
daBooj said:
sorry, didn't think it worked that way. If I remember correctly, there are only three things that can cut the silver cord: a githyanki silver sword, an astral dreadnaught and the most powerful winds of the astral storms (random encounter).

With such limitations... the spell becomes a rather potent weapon.
It's entirely possible that I'm wrong. I'm far from perfect. Of course, unless you have some way to bypass the limits you put into place (other than Astral Projection) to get stuff back to you, whenever the spell is ended by any means (such as a Dispel Magic) you have to spend 1,005 gp worth of non-renewable spell components to get back in the game. If you can bypass those limits, so can someone else, and your physicial body is quite vulnerable while you are away.

I suppose if you are an epic lich with the Ignore Material Components epic feat, safely stuck on an isolated demiplane, you don't have anything better to do with your time than Astral Project places, then you are quite effectively invulnerable (nobody can get to your phalactory (sp?) but you, and you can "get out" at any time you like)
 

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