mzsylver said:Improved Counterspell & Reactive Counterspell are pretty slick.
What do these do?
mzsylver said:Improved Counterspell & Reactive Counterspell are pretty slick.
Scion said:make your own plane, make it effectively impossible to enter, astral project yourself to the prime, enjoy adventuring without being able to die![]()
interwyrm said:What do these do?
Dispel really only sends him back home, where he must expend another set of material components to go back to the Prime Material.andargor said:Until you meet someone with dispel magic, but that should be pretty rare.
Andargor
The campaign we are playing doesn't have clerics
To compensate, specialist wizards have all spells of their chosen school available to them. So... I do have spell resistance and freedom of movement, but not death ward
This is about as close as D&D can get within the rules as written to invulnerable. The character can still be Commanded ... by a Cleric that's basically twice the ECL of the commanded ghost .... and can be controlled with the assorted control undead spells.... and tends to run away from good aligned clerics that don't want the ghost around... but about as close to truely unkillable as D&D gets (and no alignment restrictions! A ghost that shows up under both Detect Evil (undead clause) and Detect Good! (ghost's actual alignment))Scion said:Becoming a ghost with enough ability to always make the 'do I come back' check could work as well..lol
Why even have separate lists?Merlion said:Why doesnt the DM just let all wizards have access to these spells? Spell Resistance, Freedom of Movement, and Death Ward (along with Find the Path, Glyph of Warding, Implosion, and numerous others) should all be on the Wizard/Sorcerer list anyway.
Why even have separate lists?
andargor said:Until you meet someone with dispel magic, but that should be pretty rare.