Halcyon said:I havent seen this posted in the thread, though I may have missed it. The most simple fact is almost all of a 30th level fighter's power is based on his items. If the mage has a disjunction or two prepared it's game over, even if the fighter has some item with antimagic on it. 30th level fighter with no magic items or buffs vs wizard with almost full spell loadout is an easy win for the mage. Thats part of the problem with noncasting classes depending more and more as they level on magic items as part of their power.
Wizards have to prepare thier spells though. Sorcerers are a realistic problem. Wizards are not. Real high level wizards get attacked once in a blue moon. At best. They dont sit around all day doing nothing prepared for that one random fighter to come knock on the door and kill them. They create items, research spells, do divinations to look for items or lost spells they want to acquire. They do all sorts of things that require spellcasting so they cant just prepare for a fighter all day everyday. Realistically they are more likely to get jumped by a greedy dragon, demon or other high level mage. So even preparing for likely trouble means anti magic spells, not anti fighter spells out the butt. And when it comes to equipment needs for a high level fighter, sure i have em. But a spell book is equipment. So If i dont gear, the wizard doesnt get magic items or a spell book. And i am pretty sure the fighter will win a fist fight between the two of them. Since a wizard without spells is bassically a commoner.
1) For anyone who thinks i need to read the rules. All rules and spell descriptions i quated were out of the SRD 3.5 usually word for word. If the rule disagrees with what you think. Then your the one who needs to go back and reread the book. Assuming you think i am wrong and want to debate about it you have to actually say which rule and back it up with some of the rules and why you interpret them differently.
For instance. improved many shot. 6 arrows per standard action, for characters with multiple attacks each attack is a standard action. Just like tripping and disarming are standard actions. When you say it means one use per round your thinking of a full round action. Which is a totally different rule. Reread the combat section.
2) Lol defineately the 3 stooges. I demonstrated now not one of your options has a good chance of working, according to the rules and with the numbers. The best the wizard supporters can come back with is "yes it does, i want it to work so it does". No number support=no valid point.
3) The force cage doesnt work because its a close range spell. 100 ft. With distant shot the fighter can shoot you from the top of a mtn. Anywhere he can see your form from. Thats a long way away. Nevermind initiative he will probably get a surprise round with you flatfooted. Before you go whining about teleport fixing that. One no it doesnt, you still got surprised. Two, you have to know where to teleport to. Distant shot pretty much turns a bow and arrow into a sniper rifle. What makes you think your gonna know where that arrow came from? A general direction maybe. But not likely anything sure enough to actually teleport to a place to effectively counter attack. And your still assuming you won initiative to even get there. Because your not gonna make the concentration check even if you survive the first batch of attacks if you lose.
4) initiative- so a high level mage has options for improved init a fighter doesnt? What options. Not one of those spells listed aided initiative at all. So if you can think of one that does please let me know. But please actually read the spells description first so i dont have to bother looking up a spell that doesnt actually affect initiative.
5) Contingency. This still doesnt work. You are missing how precise this has to be. Just getting attacked doesnt work. There are lots of kinds of attacks, someone could hurt your feelings, and have it considered an attack lol. You would have to specify a kind of attack. Or specify dying and have it teleport you to a freindly cleric. Contingency still only has a 6th level limit as well (one third your caster level, rounded down, maximum 6th) and only affects yourself so you cant use it to affect the fighter in any way. Even if you had set it to being attacked by arrows it has a 6th level limit so you can only use basic teleport. The chances of that working well depend on how well you know the area so it cant really be judged. Also in the spell description it clearly states you can only have one at a time. So only one spell, of 6th level or lower, and it can only have a target of self. Not that great.
6) anti magic field- No matter what it makes a wizard waste a magic dysjuntion spell on it. A 9th level spell of which you dont have infinate i might add. And that only gives a 1% chance per caster level of dispelling it. The 30th level mage has a 30% chance. So you probably have to use it at least twice. Unless you got lucky. Now lets see. The mage had two quickened spells per round. A quickened 9th level spell is 13th. Of which you have only 1. So you in one round to have a good chance of getting rid of it you used your 13th level slot, your 9th level slot, one quickened spell and one standard action. Leaving you only one quickened spell left. And almost certainly out of range for a touch spell. Another interesting note is that disjuncion is a close range spell. So the wizard probably had to use a quickened teleport to get close enough to even do it. Meaning your whole first round is gone. Just to get rid of the fighters anti magic field. That fighter still gets a whole round to toast you. So lets recap, the fighter can shoot you from anywhere in sight range. So if he starts the fight you probably die in the surprise round. If the mage starts the fight the fighter only a 10pt better initiative, lol. So you overcame a 10 pt initiative gap, and then succeeded at a 30% roll, this is marginally more likely since i gave you two chances but still not a good bet. All this just to give the fighter another round to hose you.
7)Reverse gravity+gate. Doesnt work until you bring down his anti magic. See above.
7a) reverse gravity- situational. The spell says if the target has something to hold on to it can get a reflex save to avoid falling up. And there are things to hold on pretty much anywhere.
7b) gate- 9th level- You cant quicken this because the 13th level spell slot has allready been used up on a quickened dysjunction to give you any chance of this tactic working at all. Then it requires concentration. Per the SRD rules on concentrating on spells in the magic section you cant cast another spell while contrentrating on maintaining one. So you had to use a quickened reverse gravity first, 11th level. Now since the entire first round was probably spent getting rid of the anti magic field, the fighter hit you on his turn. Even assuming a single successful attack for 6d8+30 thats an average of 78 damage. This will be from an action he readied to disrupt your spell casting. So we are only giving him one attack. However that forces the mage to make a Concentration check DC 88+the level of the spell your casting. Good luck on that one 30th level wizard. All in all again requiring a high degree of luck on the wizards part and still being uncertain because of the possible availability of something for the fighter to hold on to so as to avoid the reverse gravity.