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Fun with Permanency

Right. Like I said before, it's easy to dispell, but only if someone THINKS of dispelling it. And Wizards don't wear armor anyway, which is why he wants to do this... combined with his Dex bonus, would give him a hefty AC for a Wizard. Sokay...


Chris
 

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thundershot said:
Right. Like I said before, it's easy to dispell, but only if someone THINKS of dispelling it. And Wizards don't wear armor anyway, which is why he wants to do this... combined with his Dex bonus, would give him a hefty AC for a Wizard. Sokay...

Chris

Interesting. When I'm DMing villains, or playing a wizard PC, and I encounter enemy spellcasters, Dispel Magic is the very first thing on my mind...
 

In case of Mage Armor you should mention the role playing effect of someone who "radiates" his magic energy all the time (Mage Armor isn`t invisible, is it?), even in the most "unfitting" situations.

Anyway, even when wearing full plate Mage Armor is still useful - since it is a force effect it does still work against ghosts and touch attacks, unlike the full plate...
 

Mage armour has such a long duration that by 12th level he could extend it and have it running all day and all night at the cost of a second level spell slot.

Permanancy is much more useful for spells with a duration of rounds or minutes, than for spells with a duration of hours.

Cheers
 



I don't think my players HAVE Dispel Magic at their disposal... And if they do, they sure don't memorize it every day. Granted, I don't fling many spellcasters at them, but maybe they SHOULD have had it the other night when the hack fest began. Level 7 Cleric casts confusion on them. Two out of six save. The wizard DID save. The fighter got a frickin' CRITICAL HIT on him, and killed him in the third round (after hacking the Rogue for a round). If the Wizard had Dispel Magic, he MIGHT have been able to prevent that, eh? Hm...


Chris
 

Malin Genie said:
Just like with other permanent magic items, won't casting a dispel on a permanent spell simply suppress it for 1d4+1 rounds?

Think of Dispel Magic and Permanency as Reversed versions of one another - Dispel prematurely ends a spell (which is why a flying mage floats to the ground when dispelled), while permancy essentially extends the spell duration to "unlimited." A dispel magic can end a spell which has no end.
 

thundershot said:
I don't think my players HAVE Dispel Magic at their disposal... And if they do, they sure don't memorize it every day. Granted, I don't fling many spellcasters at them, but maybe they SHOULD have had it the other night when the hack fest began. Level 7 Cleric casts confusion on them. Two out of six save. The wizard DID save. The fighter got a frickin' CRITICAL HIT on him, and killed him in the third round (after hacking the Rogue for a round). If the Wizard had Dispel Magic, he MIGHT have been able to prevent that, eh? Hm...


Chris

I customarily make Dispel Magic the second spell my sorcerers learn, and my clerics (though not necessarily my wizards) always have one prepared. The uses of this spell are legion, and can defeat most any immobilizing enchantment on them by an enemy of equivalent level.
 

Amen, brotha! I'm a proud fireball mage stereotype, and even I keep a dispel magic on tap! I am crafting a wand of it, soon...
 

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