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Powerfull protection spells for NPC wizards/clerics


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Infiniti2000

First Post
By asking this question, you might not be aware of some of the problems with these high-level spells, either. In particular, the two above have caused debate (mind blank moreso).

Other spells that I enjoy are spell turning and duelward (from complete arcane or spell compendium, forgot which).

Of course, the ultimate is contingency as your get out of jail free card.

Clerics using the Book of Exalted Deeds have a number of pacts to draw from as well.
 

Kat'

First Post
I'd say Detect Scrying, Mind Blank, Guards and Wards, Mirror Image, Quicken Teleport, True Seeing, and Permanent Image so adventurers only meet his illusion while he keeps an eye on them through the half-silvered mirror.
 

Muaythaidaddy

First Post
Mind blank and spell resistance are both wonderful and will only get you into trouble under specific circumstances.

Foresight is absolutely amazing, when utilized right and not nerfed by your DM.

Both contingency and chain contingency are awesome - they have saved many an NPC's life for a fight another day. If your a wizard of the appropriate level, there should be little reason not to be packing these spells.

Spell turning has it's perks as well, especially against those nasty meamagic feat using foes. Having ones own weapons turned against them always sucks.

Stoneskin, fire shield and globe of invulnerability are no brainers, but watch out for NPC spellcraft checks against your fire shield to realize what it is. Also, stoneskin is no longer the 2E powerhouse that it once was, so don't rely to much on it.
 

frankthedm

First Post
Muaythaidaddy said:
Foresight is absolutely amazing, when utilized right and not nerfed by your DM.
How do you feel it gets nerfed?
Foresight said:
You are never surprised or flat-footed. In addition, the spell gives you a general idea of what action you might take to best protect yourself and gives you a +2 insight bonus to AC and Reflex saves. This insight bonus is lost whenever you would lose a Dexterity bonus to AC.
"general idea of what action you might take to best protect yourself " is not blow by blow advice to win a fight. What more do you expect beyond "Cast a teleport spell", "Run" or "break line of effect"? The spell is not giving advice to win fights, it is giving you the best advice to keep you safe. If the spell is telling you to throw up a Pro Enegy or Energy Immunity, that means there is no other option to keep you safer than doing so.
 
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