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Imposing dis-advantage on saves
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<blockquote data-quote="FormerlyHemlock" data-source="post: 6682791" data-attributes="member: 6787650"><p>Okay, you've asked two related question: how to impose disadvantage on saves, and how to be an effective summoner. Let me tackle these separately.</p><p></p><p>1.) Aside from Portent (Diviner) and Bestow Curse which have already been mentioned, the other method I know of is to bring along a Wild Sorcerer and have him use Bend Luck with his reaction, imposing a 1d4 penalty to the save. It's not huge but it may tip the scales often enough to improve your summoning efficiency, especially when used in conjunction with disadvantage. In addition to that, an Ioun Stone of Mastery will increase your proficiency bonus (and therefore save DC) by +1, and there are tomes out there which can potentially increase your ability scores as well. Finally, a Robe of the Archmagi will also increase your save DC by +2.</p><p></p><p>Finally, Feeblemind will drop the target's Int and Cha scores to 1, imposing massive penalties against certain kinds of spells.</p><p></p><p>2.) Magic Circle is enough to let you Planar Bind elementals safely, especially with their rubbish Charisma scores, and even Goristros and Chasmes, but for binding Mariliths, Balors, Glabrezus, Arcanaloths, Nycaloths, etc. a little something extra is needed. One approach is traditional: make a deal with the creature for it to serve you willingly, and then just use Planar Binding to make sure it sticks around. (It will probably try to corrupt you, per MM Glabrezu entry.) The other method is sheer brute force. You can't rely solely on Magic Circle because fiends can teleport to any location they can see within a certain radius, and Magic Circle only delays teleportation, it doesn't prevent the fiend from re-trying every round until it succeeds. So instead you have to either block vision, or pre-cast Mordenkainen's Private Sanctum over your Magic Circle (opting for teleport prevention but not plane shifting prevention so you can still Gate in your fiend). But you're not done, because some of the fiends you'd most like to summon (Nycaloths, Glabrezus) are spellcasters who can cast Dispel Magic at will to break the Magic Circle and/or your teleport block. The only way I know how to deal with this, that doesn't require researching custom spells, is to Feeblemind the fiend before you bind it. This also works against creatures like Pit Fiends which cannot teleport or Dispel Magic but <em>can</em> Fireball you 600 times while you are trying to Planar Bind them.</p><p></p><p>So you've got two paths. Either you bribe/threaten the fiend into letting you Planar Bind it willingly, or you chain-cast: Mordenkainen's Private Sanctum, Magic Circle, Gate (to get the demon), Bestow Curse V (perma-stun for 8 hours), Bestow Curse V (Int save disadvantage for 8 hours), Feeblemind, Bestow Curse V (Cha save disadvantage for 8 hours), Planar Binding VII (bind for 30 days), Greater Restoration (so you have a non-Feebleminded minion who can actually cast spells). Now assuming you're a 20th level summoner with maxed Int and DC 19 on your spells, and that you have a wild sorc buddy with you to Bend Luck, you have a 97.5% chance that you just Planar Bound a Marilith to be your slave for 30 days for the low, low cost of 1300 gp and the peril of your immortal soul! (Plus fixed cost of 5000 gp for Gate components, which are not consumed.) Tomorrow you can extend the duration to a year and a day.</p></blockquote><p></p>
[QUOTE="FormerlyHemlock, post: 6682791, member: 6787650"] Okay, you've asked two related question: how to impose disadvantage on saves, and how to be an effective summoner. Let me tackle these separately. 1.) Aside from Portent (Diviner) and Bestow Curse which have already been mentioned, the other method I know of is to bring along a Wild Sorcerer and have him use Bend Luck with his reaction, imposing a 1d4 penalty to the save. It's not huge but it may tip the scales often enough to improve your summoning efficiency, especially when used in conjunction with disadvantage. In addition to that, an Ioun Stone of Mastery will increase your proficiency bonus (and therefore save DC) by +1, and there are tomes out there which can potentially increase your ability scores as well. Finally, a Robe of the Archmagi will also increase your save DC by +2. Finally, Feeblemind will drop the target's Int and Cha scores to 1, imposing massive penalties against certain kinds of spells. 2.) Magic Circle is enough to let you Planar Bind elementals safely, especially with their rubbish Charisma scores, and even Goristros and Chasmes, but for binding Mariliths, Balors, Glabrezus, Arcanaloths, Nycaloths, etc. a little something extra is needed. One approach is traditional: make a deal with the creature for it to serve you willingly, and then just use Planar Binding to make sure it sticks around. (It will probably try to corrupt you, per MM Glabrezu entry.) The other method is sheer brute force. You can't rely solely on Magic Circle because fiends can teleport to any location they can see within a certain radius, and Magic Circle only delays teleportation, it doesn't prevent the fiend from re-trying every round until it succeeds. So instead you have to either block vision, or pre-cast Mordenkainen's Private Sanctum over your Magic Circle (opting for teleport prevention but not plane shifting prevention so you can still Gate in your fiend). But you're not done, because some of the fiends you'd most like to summon (Nycaloths, Glabrezus) are spellcasters who can cast Dispel Magic at will to break the Magic Circle and/or your teleport block. The only way I know how to deal with this, that doesn't require researching custom spells, is to Feeblemind the fiend before you bind it. This also works against creatures like Pit Fiends which cannot teleport or Dispel Magic but [I]can[/I] Fireball you 600 times while you are trying to Planar Bind them. So you've got two paths. Either you bribe/threaten the fiend into letting you Planar Bind it willingly, or you chain-cast: Mordenkainen's Private Sanctum, Magic Circle, Gate (to get the demon), Bestow Curse V (perma-stun for 8 hours), Bestow Curse V (Int save disadvantage for 8 hours), Feeblemind, Bestow Curse V (Cha save disadvantage for 8 hours), Planar Binding VII (bind for 30 days), Greater Restoration (so you have a non-Feebleminded minion who can actually cast spells). Now assuming you're a 20th level summoner with maxed Int and DC 19 on your spells, and that you have a wild sorc buddy with you to Bend Luck, you have a 97.5% chance that you just Planar Bound a Marilith to be your slave for 30 days for the low, low cost of 1300 gp and the peril of your immortal soul! (Plus fixed cost of 5000 gp for Gate components, which are not consumed.) Tomorrow you can extend the duration to a year and a day. [/QUOTE]
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