Help make me invincible.


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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 ;)

Until you meet someone with dispel magic, but that should be pretty rare. ;)

Andargor
 

Disintegrate. Cast on self. Choose to fail the save. There, now that you have erased yourself out of existance, nothing can harm you any more. :p
 

interwyrm said:
What do these do?

Improved Counterspell: Instead of being limited to the spell being cast and any appropriate counterspell, you may counter with any spell in the same school of a higher level. So, if your opponent casts Haste, you can counterspell with Haste, Slow, or any 4th-level or higher Transmutation spell.

Reactive Counterspell: Once per round, as a free action, you may attempt a counterspell. (I don't recall if it takes up an action in the following round, though.)
 

andargor said:
Until you meet someone with dispel magic, but that should be pretty rare. ;)

Andargor
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.
 

The campaign we are playing doesn't have clerics


Yay!


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


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.
 

Scion said:
Becoming a ghost with enough ability to always make the 'do I come back' check could work as well..lol
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))
 

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?
 

Why even have separate lists?


Um, I'm talking about a dozen or so spells that are all general magical effects. Its hardly going to break down the integrity of the seperate class spell lists system.


Why allow all casters access to detect magic? Why do Druids and Clerics and Bards all get Cure Light Wounds?



And honestly theres something to be said for a one list system (a la Arcana Unearthed)
 


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