If someone - let's call them Xar - knew that they were likely to get into a fight sometime within the next hour, and had the motivation and resources to prepare extensively, what might be their wish-list or shopping list or Standard Operating Procedure of magical effects? What if Xar knows to within a minute when the fight will start - how does that change the list?
I'm assuming that Xar doesn't have the opponent in view before combat starts, and is casting spells on themself, rather than preparing the arena location. Perhaps Xar is prepping just before a Teleport to a foe's lair.
Xar can only Concentrate on one spell, and any damage to Xar could cause loss of Concentration. Is there any limit on how many people can cast spells on Xar and then maintain concentration? (Xar's resources include well-paid and/or loyal spellcasters, who are willing to maintain concentration as long as they can stay out of the fight, plus a library of scrolls; they will stay behind when Xar teleports.)
Some of the more reasonable, lower-level options, and a few of the better higher-level options, include:
(Cast by self only, no concentration)
Armor of Agathys, 1 hour, temporary HP + damage to attacker
False Life, 1 hour, temporary HP
Mirror Image, 1 min
Spiritual Weapon, 1 min
(Cast by self only, requires concentration, therefore one at most)
Blur, 1 min
Crusader's Mantle, 1 min
Ensnaring Strike, 1 min
Expeditious Retreat, 10 min
Mislead, 1 hour
M.'s Sword, 1 min
(Cast by an ally, no concentration required - well worth paying an ally!)
Aid, 8 hours, raises max HP, not "temporary" HP?
Death Ward, 8 hours
Magical Armor, 8 hours
Regenerate, 1 hour
Sanctuary, 1 min
(Cast by an ally who must maintain concentration; shorter duration)
Bless, 1 min, +d4 to attacks and saves
Enlarge, 1 min
Fly, 10 min
Greater Invisibility, 1 min
Guidance, 1 min
Haste, 1 min
Heroism, 1 min, temporary HP
Protection from Evil/Good, 10 min
Resistance, 1 min
Shield of Faith, 10 min
(Cast by an ally who must maintain concentration; longer duration)
Conjure (animal, celestial, elemental, fey, woodland beings), 1 hour
(why is there Conjure Celestial and Fey, but not Fiend?)
Enhance Ability, 1 hour, DEX for init, STR for grapple/shove checks, or CON + temporary HP
Invisibility, 1 hour, ends when you cast or attack
Magical Weapon, 1 hour
Polymorph (into beast), 1 hour
Stoneskin, 1 hour
Warding Bond, 1 hour
What go-to combat preparations did I miss?
I'm assuming that Xar doesn't have the opponent in view before combat starts, and is casting spells on themself, rather than preparing the arena location. Perhaps Xar is prepping just before a Teleport to a foe's lair.
Xar can only Concentrate on one spell, and any damage to Xar could cause loss of Concentration. Is there any limit on how many people can cast spells on Xar and then maintain concentration? (Xar's resources include well-paid and/or loyal spellcasters, who are willing to maintain concentration as long as they can stay out of the fight, plus a library of scrolls; they will stay behind when Xar teleports.)
Some of the more reasonable, lower-level options, and a few of the better higher-level options, include:
(Cast by self only, no concentration)
Armor of Agathys, 1 hour, temporary HP + damage to attacker
False Life, 1 hour, temporary HP
Mirror Image, 1 min
Spiritual Weapon, 1 min
(Cast by self only, requires concentration, therefore one at most)
Blur, 1 min
Crusader's Mantle, 1 min
Ensnaring Strike, 1 min
Expeditious Retreat, 10 min
Mislead, 1 hour
M.'s Sword, 1 min
(Cast by an ally, no concentration required - well worth paying an ally!)
Aid, 8 hours, raises max HP, not "temporary" HP?
Death Ward, 8 hours
Magical Armor, 8 hours
Regenerate, 1 hour
Sanctuary, 1 min
(Cast by an ally who must maintain concentration; shorter duration)
Bless, 1 min, +d4 to attacks and saves
Enlarge, 1 min
Fly, 10 min
Greater Invisibility, 1 min
Guidance, 1 min
Haste, 1 min
Heroism, 1 min, temporary HP
Protection from Evil/Good, 10 min
Resistance, 1 min
Shield of Faith, 10 min
(Cast by an ally who must maintain concentration; longer duration)
Conjure (animal, celestial, elemental, fey, woodland beings), 1 hour
(why is there Conjure Celestial and Fey, but not Fiend?)
Enhance Ability, 1 hour, DEX for init, STR for grapple/shove checks, or CON + temporary HP
Invisibility, 1 hour, ends when you cast or attack
Magical Weapon, 1 hour
Polymorph (into beast), 1 hour
Stoneskin, 1 hour
Warding Bond, 1 hour
What go-to combat preparations did I miss?
Last edited: