Storm Raven:
Empty body is of no value against force effects.
Yes... and there's what, four force spells? Just how many magic missiles, wall of forces, forcecage's, and mordenkainen's (sp?) will the wizard have prepared. A simple Helm of Teleportation remedies the forcecage problem. Meanwhile, while ethereal almost every other attack spell in the wizard's repeitoire is useless to attack the monk with. It would make approaching the wizard much safer and easier.
Your hypothetical monk has a 30 Wisdom using the core rules? That's pretty high, and assuming you use some sort of point buy build, you have to sacrifice a lot of other ability scores to get there.
The hypothetical wizard in the case likely has an Int of 30 as well. It's also not so high, put +5 from stat increases, +5 book, +6 item and you can start with a 14. The lack of money needed for weapons (typically 200,000k for a fighter class) allows the monk to use his money on stat increasing items such as books to increase the all import stats of Wisdom, Dexterity, and Constitution.
The problem is, the wizard is probably going to try to use spells that don't allow for a save.
Not many of those are so great in 3.5. I looked when choosing the wizard spells I'd use. The instant kill effects all allow a save nowadays.
[/i]Dimensional Lock[/i] has no save. Once you are trapped in the forcecage and locked down, your movement doesn't matter.
Yes but it would take you two turns to cast this combination, two turns in which the monk would have to stand still. Though that does make it quite possible with time stop.
That's why you have spells like Scrying.
Has a save, so you'd better hope the monk fails it. You'd also have to establish how well the two know each other, because if they've never personally met the monk gets +5. Still doesn't help that when you return the monk is hidden via the Hide skill and you have to try to find him.
Fly + Teleport to return. Stay out of the monk's range for abundant step and you are fine. Rain death from above. Rinse, repeat.
Once again, you can't simply sit 200 feet up in the air and rain death. That's a -20 spot check to find the monk with Hide. Neither See invisibility or true seeing allow you to see a hidden character. Raining death from above isn't a viable option.
And you can summon allies. 4 greater air elementals (or some other combination of 3 or four high level summon spells) can ruin a monk's day.
True, but over the course of a few rounds. It doesn't take long for the wizard's d4 HD to run out, or for the stunning attack or quiverring palm.
True Strike + Meteor Swarm = toasty Monk
Not so. You throw four spheres, each one makes a ranged touch attack. Only the first one will benefit from true strike. Not too mention the spheres deal 2d6 bludgeoning damage, then explode for 6d6 with a Reflex save for half. With Improved Evasion the monk is already taking only half damage. Assuming the wizard hits on the first, and second vrs the monk that will be 4d6 bludgeoning damage. Next the monk gets four saves vrs probably a 30 DC, with a possible +20 or more bonus that's 50%, or hit by two. Because of Improved Evasion that means he takes 6d6/2 and 6d6/2, or 6d6. So he takes around 10d6 damage, nothing a self respecting 20th level monk can't handle. This is assuming the wizard hits on the touch attack. The monk's AC could easily be 30+ on touch attacks (+5 deflection from RoP, +10 Wis, +7 Dex, +4 monk dodge bonus= 36 touch AC for example.)
Basically the wizard's tactics amount to (1) lock the monk down, and (2) kill him at the wizard's leisure. Once he's locked down, the monk's resistances will eventually fail.
I couldn't agree more. The part where we differ is that I think a well played monk would have a chance of avoiding being locked down long enough to make one attack on the wizard. One Quiverring Palm or Stunning Blow could possibly be enough to end the fight.