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  1. - Top - End - #1
    Barbarian in the Playground
     
    Dorian Gray's Avatar

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    Dec 2013
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    Default Anti-Mage Checklist

    So, in a recent thread, someone claimed that they had made an incredibly effective mage-killer (spoiler: they hadn't). But that got me thinking: what would someone need to be able to do to fight and kill mages? What tasks should they be able to accomplish?

    Take note, that this isn't a thread for build ideas. It is just a list of what a character who is dedicated to killing high-level, reasonably optimized wizards should be able to do. That way, we can just refer people who have a "Mage-Killer" here, and see how their builds stack up.

    Mobility
    (Note: Abilities that are only usable once or twice a day don't help here. Conjurer McConjurerson can use Uncanny Preparation to cast plane shift twenty-three kajillion times a day)
    Flight: The character should, of course, be able to fly. In fact, he needs to fly faster than the mage.
    Tactical Teleportation: The character needs to be able to teleport. This doesn't remove the need for flight, because gravity, nor does flight remove the need for teleportation, because walls.
    Long-Distance Teleportation: You need to get to the mage, quickly, with a high degree of accuracy. Furthermore, you need to be able to tell where he's gone, every time he moves.
    Cross-Plane Transportation: Plane Shift, Gate, Astral Projection, and that's not even leaving core. The mage won't be sticking to the prime, that's for sure
    [*]Lock-Down
    AOOs: If a mage casts a spell in melee range, you need to be able to punish him for it, preferably in a way that actually keeps him from getting off that twinned maximized shivering touch.
    Movement Prevention: That 5 foot sword range doesn't do anything if the mage moves ten feet back. You need to be able to stop him from moving, in any way, forever.
    Teleportation: You need to have a way to stop it, both towards and away from you. This includes cross-dimensional travel, ethereal travel, and MOTHERF*****G ROPE TRICK!

    Anti-Magic
    Um, duh
    You need to be able to stop the mage from casting spells that do things. Also, spells that don't do things, because magic is tricksy.
    Wait, that isn't specific enough. So...

    Things you need to be able to stop
    Direct Damage: Direct damage is weaker than other things that wizards can do in the same way that a ten megaton nuke is weaker than a hundred megaton nuke. That means you need:
    Health: enough to absorb any damage that you take
    High AC: Really friggen high. True Strike gives +20 to an attack roll.
    High Touch AC: Most targeted spells are either ranged touch, or touch. And Spectral Hand lets them all be ranged.
    High Saves: Duh. But half damage on a successful save still sucks, so...
    Energy Immunity: To all five kinds. Force, well... hope you listened to the bit about Health.
    Spoiler: Anthrowhale on why even that isn't enough
    Show
    Quote Originally Posted by Anthrowhale View Post
    High touch AC + High hp + High saves + Evasion + Mettle is inadequate vs. direct damage. ETI Greater Arcane Fusion [ETI Arcane Fusion [ETI EM HoS] [ETI EM HoS], ETI EM HoS] where:

    ETI = Easy Twin Invisible
    EM = Easy Max
    HoS = Hail of Stone

    inflicts 400 damage with no save, no attack roll, and no SR. This can be boosted much higher with more work. The only effective way to deal with direct damage is via immunity to damage.

    Ability Damage and Debuffs: Direct damage is weak compared to the many, many other options mages have. One of the most terrifying is the ability that arcane spellcasters have to drop a boatload of negative levels and ability damage on people. Because any negative levels or ability damage reduces your saves, getting hit by these once makes it easier to get hit again the next round. So you need:
    Immunity to Negative Levels (I recommend immunity to all negative energy, via death ward)
    Immunity to Ability Damage/Drain
    Immunity to Mind-Affecting: I will say this again later. It bears repeating.
    Summons: Chain-gating Solars aside, a mage can dump a hordeload of minions on your head. That means you need to be able to:
    Stop Extraplaner Summoning: Your sword doesn't do you any good if you are literally buried in succubi. At least, not the one in your hand.
    Stop Extraplaners V2.0: But the above is difficult. So barring that, you need to be able to keep the minions away from you
    Kill lots of stuff at once: You know what sucks? Mowing through a couple hundred cubic feet of dominated fighter, one attack at a time.
    Mind Screwery: Because it is never, never a good idea to poke stuff to see if it's illusionary. That means you need:
    Immunity to Enchantment: Yes, you need Mind Blank.
    Immunity to Illusion: True Seeing, too.
    Immunity to Divination: Not, strictly speaking, Mind Screwery, but I didn't want to make a new category. Basically, don't let yourself get scried (scryed? scry'd? scridided?), ever. And make it back-compatible to the beginning of your familial line, too.
    Magical Lockdown: Grease. Forcecage. Freezing Fog. Forcecage. Evard's Enormous Black... Tentacles. Stinking Cloud. Forcecage. If you can't get to the mage, you can't hurt him. That means you need:
    To be able to avoid all that stuff. See the above section on mobility.
    Also, Freedom of Movement. Which practically goes without saying.
    Buffs: It is really friggen hard to kill someone when they have all their buffs up. So you need...
    To be able to disable magical affects from a distance.
    To keep the mage from putting up more buffs. Which goes back to the Lockdown section, but it bears repeating
    Items: Spells aren't the only thing mages have going for them. Rings of Freedom of Movement, Spellblades of Dispel Magic, Bathrobes of Warm Fuzzy Dryness- all of those can and will ruin your day. So you need to be able to:
    Stop any and all magic items from working, from a long distance.
    Keep items disabled for the entire fight.

    Finding the Wizard
    You need to get information about the mage, find him, and get to him. Yes this is hard. Because he has, and you need to beat:
    Abjurations (vs. divination): Nondetection, Misdirection, Mind Blank
    Abjurations (vs. you): Guards and Wards, A Door With an Explosive Rune On It, Anticipate Teleportation, A Key With Ten Explosive Runes On It, Forbiddence, Oh God So Many Explosive Runes Everywhere (Make It Stop Make It Stop).
    I'm Sorry, Your Wizard Is In Another Dimension: Astral Projection, Genesis, MOTHERF*****G ROPE TRICK!!!!!

    Hurting the Wizard
    You need:
    Initiative: He has Nerveskitter, Foresight, and Celerity. If he casts Celerity and then Time Stop, you lose. Don't lose.
    High To-Hit. As in, + yes.
    To hit ethereal stuff: Blink is a thing, folks!
    Miss Chance Negation: So is Displacement. But also Mirror Image, and Invisibility.
    Tons of Damage: Kill him in one hit. Through any and all DR. This is perhaps the most important bit.

    Keeping Him Dead
    If he comes back to life, you lose. Figure it out.

    On the Subject of Action the Economy
    Less an actual category than a hazy meta-category, but your friendly neighborhood Conjurer can teleport as a standard and a free action. You need to be able to do stuff with every action you have, and be able to react and prevent anything that the mage can do with his standard, move, free, swift, and immediate actions, as well as the extra set of all the above that he gets from celerity. If you block the spell the Wizard throws out as a standard, but can't prevent him from casting Quickened Forcecage, you lose.

    On the Subject of Range
    Range is a defensive statistic. A spell with a range of 400+40/level (or whatever it is) is much safer to cast than a spell with a range of touch. If you have to get next to the mage to hit him with your *insert relevant ability here* you have to be able to prove that he couldn't get away from it. That means accurate, free-action teleportation, coupled with shutting down all of the enemy mage's maneuverability- abrupt jaunt is a thing.
    Range is also an offensive statistic. An ability that can be used half a mile away from its target is more powerful than one that can only be used from ten feet away. Mages have range. If you don't, you are outclassed, and you should assume they can always hit you. No sorcerer worth his salt is going to wait for you to get within charging range before unleashing his twinned repeating greater arcane fusion of death.
    What this means, is that it isn't enough to be able to do something to the Mage, you have to be able to do it at range, or have insane maneuverability. Standard-Action teleportation is not good enough, because that means that you don't get to do anything the turn you jump in.

    On the Subject of Rocket Tag
    The best way to keep a mage from killing you is to prevent him from doing anything at all. Indeed, if the mage gets a turn where he can cast spells, you will probably die, unless you have defensive buffs personalized for the spells the mage can cast. Anthrowhale believes that to let the mage get any actions at all is to lose, and honestly I don't totally disagree (with the potential exception of a cleric who was able to plan ahead).

    Other Notes: On the forums, a wizard is assumed to be good at everything at once. In practice, this is limited by availability of books, time constraints, and the patience of the players and the DM. But while it is difficult for a mage to have every trick, he could have any trick- and therefore, you, as a killer of mages, need to be able to deal with every trick (theoretical optimization aside).

    Spoiler: Glossary
    Show
    Mage: An Arcane spellcaster. Generally assumed here to be a Wizard (because they can do the most shenanigans), but also Sorcerers, Beguilers, Bards, Dread Necromancers, and (snrk) Warmages.

    Lockdown: The ability to stop someone else from doing something.

    Celerity + Time Stop: A powerful and effective spell combination which you need to be able to stop.

    Grease: An even more powerful spell, which people without Balance across the world have learned to fear.

    Explosive Runes: Perhaps the second-most devastating spell ever to be invented, it spells doom for those without immunity to Force damage

    Rope Trick: AAAAARRRGH!!!!!!!!!


    So, pitch in with suggestions, tell me what I've missed. All together now!
    Last edited by Dorian Gray; 2014-07-25 at 11:42 PM.

  2. - Top - End - #2
    Ogre in the Playground
    Join Date
    Jan 2013

    Default Re: Anti-Mage Checklist

    I have posted this a few times before, but here is a(n incomplete) description of the problems with dealing with casters, focusing in particular on what defenses they have available:
    Spoiler
    Show
    Casters on the Defense
    Armor Class: Competent, high-level casters are probably going to have high ACs. This may clash with what you're accustomed to from other games and in depictions of casters in other media. 3.5 isn't really about playing fair, though, so here are some common ways that casters can boost their AC:
    • Dexterity bonus - This is the one you expect casters to have. Dexterity isn't generally a caster dump stat (particularly if they focus on ranged touch attacks). However, at high levels most casters are probably going to have the Dexterity bonuses of their assumed forms, plus whatever bonuses they may get from items that they can wear in their assumed forms. Popular forms at high levels include the Planetar (Monster Manual p. 11; Dex 19), Solar (MM p. 12; Dex 20), Chronotyryn (Fiend Folio p. 33; Dex 21), Pit Fiend (MM p. 57, Dex 27), Greater Air Elemental (MM p. 96; Dex 31) and Titan (MM pp. 242-243; Dex 12).
    • Conventional armor - If a caster happens to be a divine caster, or certain sorts of arcane casters, then she can just wear armor like anyone else. Pretty simple. Note that, because of spells like Magic Vestment (Player's Handbook, p. 251), they're probably going to have pretty high enhancement bonuses on their armor in addition to a bunch of special properties, like the ever-useful Heavy Fortification (Dungeon Master's Guide p. 219), which would make them immune to critical hits.
    • Shields - See conventional armor, above. Also note that bucklers are useful for arcane casters of all sorts, as they have minimal arcane spell failure chance that can be reduced to zero fairly easily through, say, being made of mithral (DMG, p. 284).
    • Other miscellaneous items - The typical AC-boosting items like Rings of Deflection (DMG, p. 232) and Amulets of Natural Armor (DMG, pp. 246-247) are as cheap and easy for casters to buy and use as for anyone else. Also of note is the Monk's Belt (DMG, p. 248), which generally works in place of conventional armor and is extremely effective for Wisdom-based casters like Clerics or Druids.
    • A level in Monk – Other characters can multiclass, so why can’t casters? A dip in Monk gives casters an unarmored AC bonus equal to their Wisdom bonus, which is pretty good for Wisdom-based casters. The Ascetic Mage (Complete Adventurer, p.105) feat can switch this bonus to Charisma, and Carmendine Monk (Champions of Valor, p. 28) and Kung-Fu Genius (Dragon Magazine #319, p. 71) can switch it to Intelligence, giving most casters the ability to key it off of their main casting stat. Since the bonus is untyped, it will stack with any other AC bonus they have.
    • Armor Bonuses from Spells - Probably the most basic spells that grant AC bonuses, and the ones that people think about the most. Mage Armor (PHB p. 249; +4 armor bonus) and Greater Mage Armor (Spell Compendium, p. 136; +6 armor bonus) are the classics, and last all day at high levels. Luminous Armor (Book of Exalted Deeds, p. 102; +5 armor bonus) and Greater Luminous Armor (BoED, p. 102; +8 armor bonus) are the standard for good-aligned casters, both because of the large AC bonuses they grant and because they impose an additional -4 penalty to melee attacks made against the caster (making the bonuses effectively +9 and +12 against melee attacks)
    • Shield Bonuses from Spells - Shield (PHB, p. 274; +4 shield bonus) is another old favorite, though its short duration makes it less useful as an all-day buff. Deflect (Player's Handbook II, p. 109) is an immediate action spell that gives a huge shield bonus to AC against a single attack.
    • Natural Armor Bonuses from Spells - Barkskin (Player's Handbook p. 203; a scaling enhancement bonus to a creature's natural armor) is the old classic here, and at 10 min./level it can be Extended to effectively last all day at high levels. Most natural armor bonuses at high levels come from changing shape into other creatures, however; popular choices at high levels include the Planetar (MM p. 11; +19 natural), Solar (MM p. 12; +21 natural armor), Chronotyryn (FF p. 33; +22 natural), Pit Fiend (MM p. 57, +23 natural), Dire Tortoise (Sandstorm, p. 151; +19 natural), and Titan (MM pp. 242-243; +19 natural). Note that enhancement bonuses to natural armor (such as from Barkskin, or from Amulets of Natural Armor) apply on top of whatever other sources of natural armor a character may possess, including the bonuses you get from changing shape. When Polymorph-alikes are off the table, expect to see spells like the aforementioned Barkskin, or Aberrate (BoVD, p. 84; note that most PCs will be incapable of providing the Fiend component), the Bite of the Werecreature spells (SpC, pp. 28-29), Dragonskin (SpC, p. 73), or Spiderskin (SpC, p. 202).
    • Deflection Bonuses from Spells - Protection from Evil and its siblings (PHB, p. 266) are the old standby here, but there are many other ways of getting a deflection bonus; the Magic Circle spells (PHB, pp. 249-250) do something similar, and the Holy Aura (PHB, p. 241) series of spells also grant deflection bonuses to AC. Halo of Sand (Sandstorm, p. 117) gives a scaling deflection bonus that can last effectively all-day with Extend Spell. Lesser Deflect (PHB II, p. 109) gives a scaling deflection bonus to AC against a single attack as an immediate action. A classic way is to take an incorporeal form, whether through Shapechange (PHB, p. 277), Ghostform (SpC, p. 103), or something else, which will get a character her Charisma bonus to AC as a deflection bonus. Shapechanging (or using Assume Supernatural Ability with some other polymorph spell) into a Nymph (MM, pp. 197-198), or another creature with an ability similar to Unearthly Grace, will get a character the same thing without having to go incorporeal. Scintillating Scales (SpC, p. 181) is a short-duration spell that can be Persisted, and will turn the caster’s natural armor bonus into a deflection bonus to AC, which is useful for boosting touch AC.
    • Other Bonuses from Spells – Suffice to say, there are lots of ways to boost your AC using spells. Abjurant Champion (Complete Mage, p. 50) boosts any AC bonuses from Abjuration spells, for example. Haste (PHB, p. 239) grants a dodge bonus to AC, becoming smaller through Reduce Person (PHB, p. 269), Minute Form (Complete Arcane, p. 115), or what have you grants a size bonus to AC, Foresight (PHB, p. 233) grants an insight bonus, Moment of Prescience (PHB, p. 255) can give a huge insight bonus to AC against a single attack, and so on.

    Miss Chances – So, you’ve gotten your attack bonus sky-high, eh? It’s too bad that even that isn’t enough to actually be able to hit a caster – next you’ve got to deal with miss chances, which apply on top of AC. Note that, if you’re using Rules Compendium’s (somewhat nonsensical) rules on miss chances, miss chances overlap (do not stack), so only the best of these will apply. Also note that True Seeing (et al) helps with some, but not all, of these sources of miss chance. See Invisibility helps with even fewer.
    • Concealment – Multiple sources of concealment overlap (do not stack), probably because it’s incredibly easy to come by. Expect some variation of Blur (PHB, p. 206), invisibility, Gleaming armor (Expanded Psionics Handbook, p. 162), the various fog and cloud spells, and so on. Veil of Shadow (SpC, p. 228) is somewhat notable for being a magical source of concealment in an odd school (and for being persistable).
    • Blink (PHB, p. 206) and Greater Blink (SpC, p. 32-33) – The caster might miss thanks to the normal Blink spell, but it’s as much as a 50% chance to miss against a blinking opponent. With Greater Blink, the caster doesn’t suffer a chance to miss, while you’re still stuck with it.
    • Displacement – Another miss chance that isn’t concealment; expect it at either 20% from the Minor Cloak of Displacement (DMG, p. 253), or at 50% from the spell (PHB, p. 223).
    • Mirror Image (PHB, p. 254) and Greater Mirror Image (PHBII, p. 120) – Not strictly a miss chance, Mirror Image is close enough to include here. The Greater version has an immediate-action casting time and replenishes images as time passes, making it a very effective defense.
    • Incorporeality – Accessible through Shapechange (PHB, p. 277), Ghostform (SpC, p. 103), and some other things, this is again not actually a miss chance (unless you use Rules Compendium). A 50% chance to ignore most effects is nothing to sneeze at, though force effects, ghost touch weapons (DMG, p. 224-225), and positive and negative energy effects will affect incorporeal creatures normally.

    Movement modes – So, you’ve found a way to get a sufficiently high to-hit bonus to be relevant, and a way to get through the caster’s miss chances. That’s cool, but none of it matters if you can’t actually get close enough to hit them, meaning you’ve got to find ways to keep up with:
    • High speeds – On the most basic level, casters can move really fast. Whether it’s Expeditious Retreat (PHB, p. 228), a Phantom Steed (PHB, pp. 260-261), or the almighty Shapechange (PHB, pp. 277-278), you’re going to need a sufficiently high movement speed to keep up.
    • Alternate movement modes – Something that seems to slip a lot of people’s minds when talking about fighting a caster is that the “victims” probably aren’t just going to be standing on the ground waiting for you to hit them. Casters have easy access to flight through Fly (PHB, p. 232), Phantom Steed (PHB, pp. 260-261), Air Walk (PHB, pp. 196-197), Overland Flight (PHB, p. 259), shape-changing magic, and many, many other things. They can swim, burrow, and climb if necessary, as well, though flight is likely going to be the most relevant movement mode you need to worry about.
    • Teleportation – Pretty much every caster from mid-levels on has a way to teleport. Dimension Door (PHB, p. 221) is one of the earliest means, but Teleport (PHB, pp. 292-293), Greater Teleport (PHB, p. 293), Gate (PHB, p. 234), and Word of Recall (PHB, p. 303) are all fairly common at higher levels. On a tactical level, teleportation can keep an enemy constantly out of range of your attacks. On a strategic level, if you don’t have a way to follow a teleporting character, you’re going to have an extremely hard time fighting them; if things aren’t going their way, they can just take a quick trip to somewhere you can’t follow.

    Saves – By now, given the previously-listed defenses, you’ve probably had the though that it’d be easier to use some sort of special ability to fight a caster. Unfortunately, casters being casters, they can survive most of those, too, thanks to some excellent saves. (For abilities that don’t require saves, I entreat you to see the next section).
    • Base Saves – Casters generally have good Will saves. Some have other good saves, either from their base classes or prestige classes. You probably know this already, as you’re capable of reading, but it’s a thing that should be mentioned.
    • Ability Score Bonuses – Unsurprisingly, casters have ways of boosting their ability scores, most notably through shape-changing magic, but also through bog-standard magic items. Most of the commonly-used forms have Constitution and Dexterity scores of at least 20. Some have higher scores, and more than a few forms will allow ability-enhancing items to work.
    • Morale Bonuses – A sort-of common save bonus, the spell Conviction (SpC, p. 52) gives a scaling morale bonus on saving throws that can effectively last all day when Extended at high levels. Morale bonuses are also common against mind-affecting or fear effects, such as in the spell Righteous Wrath of the Faithful (SpC, p. 177)
    • Resistance Bonuses – Probably the most common form of bonus to saves, a caster could most easily get these from Cloaks of Resistance (DMG, p. 253; up to a +5 resistance bonus to saves) and the Resistance line of spells, notably Superior Resistance (SpC, p. 174; +6 resistance bonus for 24 hours).
    • Divine Grace et al – Divine Grace (PHB, p. 44) is an ability that you’re going to see on Sorcadins, but similar abilities are available through PrCs and some shape-changing magic (notably, Shapechange). Nymphs (MM, pp. 197-198), for example, have an Unearthly Grace ability that gets them their Charisma bonus to their saving throws (and as a deflection bonus to AC, as discussed above).
    • Evasion – Not too many casters are going to have this ability naturally, but a Ring of Evasion (DMG, p. 232) is pretty cheap. Some creatures also have it, opening it up to access through shape-changing magic.
    • Foresight (PHB, p. 233) – Yeah, that +2 to Reflex saves isn’t huge, but it’s there, and Foresight is up pretty much all the time once it becomes available.
    • Moment of Prescience (PHB, p. 255) – So big that it needs its own bullet point, MoP can get an insight bonus equal to a character’s caster level on a saving throw. This doesn’t take an action, so it can be triggered whenever.
    • Surge of Fortune (Complete Champion, p. 128) – Another spell so silly that it needs its own bullet point, this spell can be discharged to get the next saving throw (among other things) treated as a natural 20.

    Resistances and Immunities – If you ever get a chance to hit a caster with something, congrats! That can be quite a feat. Unfortunately, there are quite a few things that casters can do to ignore what you’ve done to them.
    • Damage Reduction – There are a lot of spells that grant damage reduction. Stoneskin (PHB, p. 284) is the classic to me, but damage reduction from an assumed form is probably going to be the most relevant. Some common Shapechange forms include the Planetar (MM p. 11; DR 10/evil), Solar (MM p. 12; DR 15/epic and evil), Chronotyryn (FF p. 33; DR 15/magic), Pit Fiend (MM p. 57; DR 15/good and silver), and Titan (MM pp. 242-243; DR 15/lawful).
    • Death Ward – This grants immunity to magical death effects (of which there are a lot), energy drain, and negative energy effects, which is useful against a wide swath of creature abilities, and against a lot of people’s favorite save-or-die spells. The most straightforward way to get access to this is through the spell (PHB, p. 217), but Death Ward armor (CArc, p. 142) and Soulfire armor (BoED, p. 112) can offer similar protection. The spell Veil of Undeath (SpC, p. 229) provides the various Death Ward immunities, and to a wide range of other undead traits.
    • Energy Resistance or Immunity – Many spells and effects grant immunity or resistance to energy, so you shouldn’t rely too heavily on energy (hello Dragonfire Inspiration) for damage against casters. Resist Energy (PHB, p. 272) and Protection from Energy (PHB, p. 266) are the classic low-level source that can be Extended to last most of the day. Energy Immunity (SpC, p. 80) lasts all day by default. Shape-changing magic can grant these abilities as well, and a huge portion of good forms (particularly Outsiders) possess both resistances and immunities to energy.
    • Fast Healing and Regeneration – You know all that damage you just dealt? Well, it’s probably going to go away in a few seconds. There are a few spells that give these abilities, notably the Vigor line of spells (SpC, p. 229), but you’re really going to need to worry about casters in assumed forms. Some common Shapechange forms include the Planetar (MM p. 11; regeneration 10, bypassed by evil-aligned weapons and spells and effects with the evil descriptor), Solar (MM p. 12; regeneration 15, bypassed by epci evil-aligned weapons and spells and effects with the evil descriptor), and Pit Fiend (MM p. 57; regeneration 5, bypassed by good-aligned silver weapons, and spells or effects with the good descriptor).
    • Freedom of Movement – FoM-style effects render a caster immune to grappling and a host of other effects that would restrict her movement. It can be accessed through the namesake spell (PHB, p. 233), but is probably better used via Heart of Water (CM, p. 107) or a Ring (DMG, p. 232).
    • Friendly Fire (Exemplars of Evil, p. 27) – A spell ridiculous enough to merit its own entry, particularly as it is Persistable. It is, more or less, immunity to ranged attacks. The much more limited Wind Wall (PHB, p. 302) is a weaker counter to ranged attacks, though still very effective against arrows and bolts.
    • Ironguard (SpC, p. 125) – Another spell that I think is silly enough to deserve its own bullet point. It makes you immune to metal, magical and non-. And, yes, it specifically allows you to ignore attacks made by metal weapons, which is a sizeable portion of weapons.
    • Mind Blank (PHB, p. 253) – Immunity to mind-affecting effects, full-stop. That is most Enchantment spells and effects, most fear effects (and all fear attacks), and quite a few other things.
    • Type-based Immunities – Many creature types offer immunities, particularly the Construct (MM, p. 307), Plant (MM, p. 313), and Undead (MM, p. 317) types. Using certain types of shape-changing magic to assume the form of a creature of these types will grant you the immunities. A number of subtypes (especially Outsider subtypes) come with goodies, as well. The spell Vile Death (SpC, p. 229) offers undead traits without actually changing a creature’s type, and lasts for hours by the time it someone is able to cast it.
    • Immunity to Damage, Immunity to Death from HP Damage, etc. - Yes, this is possible. Not that hard, either, though in actual play it’s unlikely to occur. Probably the most famous example is Delay Death (SpC, p. 63) with Beastland Ferocity (SpC, p. 25).

    Finding a Caster – So, you’ve got ways to get up close and personal with a caster, bypass his defenses, and hit him. That’s great! Now you’ve got to find him! Unfortunately for you, that is a serious task in and of itself.
    • Casters move quickly – We’ve covered this before in the section on movement modes, but it bears repeating for strategic-level discussions – casters can cover a lot of ground, fast. They can fly at prodigious speeds (a Phantom Steed, from PHB p. 260, maxes out at a fly speed of 240 ft.), they can teleport, and they can travel to other planes. Following a caster who doesn’t want to get caught takes more or less equal movement capabilities.
    • Casters don’t sleep out in the open – A lot of caster-killing plans that I’ve seen rely on sneaking up on a caster when they sleep, but that’s difficult because of the spells that many casters have access to. The best-known of these is the humble Rope Trick (PHB, p. 273), but at higher levels Mordenkainen’s Magnificent Mansion (PHB, p. 256) is a ritzier (and longer-lasting) alternative. Eventually, casters get their grubby mitts on Genesis (Epic Level Handbook, p. 117) and get their own demiplane, which is both difficult to find and difficult to enter if you don’t know what you’re doing.
    • Nondetection (PHB, p. 257)– This low-level spell protects casters against Divination spells, and lasts for quite a while. Its big brother, Mind Blank (PHB, p. 253), does something similar.
    • Pinpointing a caster is hard – Once you’ve located a caster’s lair, you still have to actually find them. Superior Invisibility (SpC, p. 125) is the bogeyman here, as it essentially requires True Seeing (PHB, p. 296) as a counter, but all of the Invisibilities, illusions, and wall spells make it hard to close with a caster.
    • Casters know you’re coming – Thanks to an extensive list of divinations, Contact Other Plane (PHB, pp. 212-213) being the most famous (and argued-about), a caster can have a fairly good idea of what he can expect out of a day, even if he doesn’t know that you’re planning on jumping him while he’s on the john during his 8:30 constitutional.
    • Casters don’t get surprised – Even aside from predicting the future through divinations, it is extremely difficult to catch a caster with his pants down. The two most common ways casters render themselves unable to be surprised are Foresight (PHB, p. 233) and turning into a Dire Tortoise (Sandstorm, p. 151). Don’t expect the surprise round to save you.
    • (Greater) Anticipate Teleportation (SpC, p. 13) – These spells bear mentioning because they make teleporting right up to a caster a bad idea. The spells lasts all day at higher levels, she’ll know when you’re coming, and have time to prepare for you (or teleport away, if she doesn’t feel like fighting). It’s worth noting that it also makes tactical teleportation around a caster worse, too.

    Sometimes They Come Back – Wow, you actually defeated that caster? I’m impressed. But don’t let your guard down yet; she could be back at any minute. Here are a few things to keep in mind after the fight is over.
    • Astral Projection (PHB, p. 201) – It’s a pretty common refrain in Wizard v. whoever debates that “even if you manage to beat the Wizard, it was really just an astral projection.” This “it was a Doombot” excuse is kinda lame, but also accurate; Astral Projection is unfair and needs to be taken into account. There are precious few things that can seriously threaten a creature that is astral projecting. Githyanki Silver Swords (MM p. 128 and XPH, p. 167) are the famous counter, but those are rare and only made for high-level Githyanki characters. You’re unlikely to find one without getting into a lot of trouble. Astral Dreadnaughts (Manual of the Planes, p. 159) can also do the trick, but good luck getting one of those to be your lackey.
    • Cheating Death Through Contingency – This is another one of those unfair tricks, but a Craft Contingent (CAr p. 139) Revivify (SpC, p. 176) will bring a creature back to life, likely some time after you’ve left. There are a number of similar spells that will achieve a similar effect, like a Craft Contingent Last Breath (SpC, p. 130) or a Craft Contingent True Resurrection (PHB, p. 296).
    • Liches Get All The, Well, You Know – A Lich (MM, pp. 166-168) can rejuvenate itself after a few days if you don’t destroy its phylactery, so be on the lookout for that. Ghosts (MM pp. 116-118) and a number of other creatures can do something similar.

    A Special Note on AMFs, or; Why Antimagic Field Matters Less Than You Think It Does – AMFs (PHB, p. 200) are frequently brought up as examples of how to kill casters, as they will suppress caster defenses and leave them vulnerable. While not a terrible idea (particularly in low-op games), they really aren’t that great of an idea in higher-level, higher-op games for several reasons.
    • AMFs are small – Antimagic Fields are 10-ft. radius emanations, centered on you. You need to be really close to someone for it to take effect.
    • AMFs turn off your own gear – If you’ve got an AMF active, you probably aren’t going to be approaching a caster who doesn’t want to get touched. You will need, at the very least, a nonmagical, natural means of flight (and to move fast) if you want to get close to a caster with the AMF on. If your plan is to turn the AMF on when you get close, you’ve got all the normal problems of approaching a caster and not dying.
    • Spells can go through AMFs – Because D&D is silly, there are spells that can still have effects in an AMF - specifically, instantaneous Conjuration spells. Because Wizards of the Coast didn’t feel like being terribly clear on a number of rules, there are varying readings of AMF (not helped by the optional rules presented in Rules Compendium) that have different implications on how they can interact. I have bolded spells that can be cast into an AMF even under the most restrictive interpretation (essentially where an object must be created outside of an AMF and tossed in). The rest may or may not work depending on how, exactly, your DM rules AMFs. Here, then, is a partial list of said spells that can be used offensively:
      • Acid Breath (SpC, p. 7)
      • Acid Storm (SpC, p. 7)
      • Arc of Lightning (SpC, p. 15)
      • Blast of Flame (SpC, p. 31)
      • Blast of Sand (Sandstorm, p. 112)
      • Bombardment (SpC, p. 37)
      • Comefall (SpC, p. 50)
      • Deadly Lahar (CM, p. 101)
      • Death By Thorns (BoVD, p. 91)
      • Deific Vengeance (SpC, p. 62)
      • Drown and Mass Drown(SpC, p. 74)
      • Fire and Brimstone (CM, p. 104)
      • Frostbite (Frostburn, p. 95)
      • Hail of Stone (SpC, pp. 108-109)
      • Ice Darts (Frostburn, pp. 98-99)
      • Ice Knife (Spell Compendium, p. 119)
      • Icelance (SpC, pp. 119)
      • Laogzed's Breath (Serpent Kingdoms, p. 156)
      • Lava Missile (Serpent Kingdoms, p. 156)
      • Lava Splash (Serpent Kingdoms, p. 156)
      • Melf's Unicorn Arrow (PHBII, pp. 119-120)
      • Mudslide (Stormwrack, p. 119)
      • Nauseating Breath (SpC, p. 146)
      • Obedient Avalance (SpC, pp. 148-149)
      • Orbs of X and Lesser Orbs of X (SpC, pp.150-151)
      • Quill Blast (SpC, p. 164)
      • Rushing Waters (SpC, p. 178)
      • Slime Hurl (CoR, p. 35)
      • Snow Wave (Frostburn, p. 104)
      • Splinterbolt (SpC, pp. 203-204)
      • Sudden Stalagmite (SpC, p. 213)
      • Swamp Lung (SpC, pp. 216-217)
      • Vitriolic Sphere (SpC, pp. 231-232)
      • Wall of Iron
      • Wall of Salt (Sandstorm, p. 127)
      • Wall of Stone
      • A few odd dual-school spells (Doom Scarabs, Firestride Exhalation, and Kelgore's Firebolt) may also work when cast into an AMF; ask your DM, or throw darts at a board if you’re the DM.
    • Some magical effects don’t turn off in AMFs – Constructs and corporeal undead don’t stop functioning in AMFs, though some of their abilities may do so, so watch out for a caster’s minions.
    • Some casters can cast in AMFs – Yes, wacky as it may seem, there are abilities that let casters do things in AMFs. Invoke Magic (Lords of Madness, p. 212) and Initiate of Mystra (Player’s Guide to Faerun, p. 81) are the big ones.
    • Contingencies – Carefully-worded contingencies, either via the spell (PHB, p. 213) or the items (Complete Arcane, p. 139) can take effect before the AMF takes effect, allowing the caster a get-out-of-jail-free card against AMFs.
    • The Tinfoil Hat – This is an old trick that revolves around shrinking (via Shrink Item, Polymorph Any Object, or some other similar spell) a large, hollow cone and wearing it as a hat. When the caster is affected by an AMF, the magic shrinking the cone will be suppressed, making it resume its normal size. As it does so, it will expand to encompass the caster’s square and cover her, breaking the AMF’s line of effect. The caster will then be free to cast spells again, likely a teleportation effect to get out of the AMF’s range.

    (I'm "working" on the section about offensive caster options, but it's daunting enough that the whole thing is in limbo)
    Last edited by Karnith; 2014-07-26 at 03:26 PM.
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    Quote Originally Posted by dorian gray View Post
    so, in a recent thread, someone claimed that they had made an incredibly effective mage-killer (spoiler: They hadn't). But that got me thinking: What would someone need to be able to do to fight and kill mages? What tasks should they be able to accomplish?

    Take note, that this isn't a thread for build ideas. It is just a list of what a character who is dedicated to killing high-level, reasonably optimized wizards should be able to do. That way, we can just refer people who have a "mage-killer" here, and see how their builds stack up.

    • mobility
      (note: Abilities that are only usable once or twice a day don't help here. Conjurer mcconjurerson can use uncanny preparation to cast plane shift twenty-three kajillion times a day)
      []
    • flight: The character should, of course, be able to fly. In fact, he needs to fly faster than the mage.[/indent]
      []
    • tactical teleportation: The character needs to be able to teleport. This doesn't remove the need for flight, because gravity, nor does flight remove the need for teleportation, because walls.[/indent]
      []
    • long-distance teleportation: You need to get to the mage, quickly, with a high degree of accuracy.[/indent]
      []
    • cross-plane transportation: Plane shift, gate, astral projection, and that's not even leaving core. The mage won't be sticking to the prime, that's for sure[/indent]
    • lock-down
      []
    • aoos: If a mage casts a spell in melee range, you need to be able to punish him for it, preferably in a way that actually keeps him from getting off that twinned maximized shivering touch.[/indent]
      []
    • movement prevention: That 5 foot sword range doesn't do anything if the mage moves ten feet back. You need to be able to stop him from moving, in any way, forever.[/indent]
      []
    • teleportation: You need to have a way to stop it, both towards and away from you. This includes cross-dimensional travel, ethereal travel, and motherf*****g rope trick![/indent]
    • anti-magic
      []
    • um, duh[/indent]
      []
    • you need to be able to stop the mage from casting spells that do things. Also, spells that don't do things, because magic is tricksy.[/indent]
      []
    • wait, that isn't specific enough. So...[/indent]
    • things you need to be able to stop
      []
    • direct damage: Direct damage is weaker than other things that wizards can do in the same way that a ten megaton nuke is weaker than a hundred megaton nuke. That means you need:[/indent]
      [][]
    • health: Enough to absorb any damage that you take[/indent][/indent]
      [][]
    • high ac: Really friggen high. True strike gives +20 to an attack roll.[/indent][/indent]
      [][]
    • high touch ac: Most targeted spells are either ranged touch, or touch. And spectral hand lets them all be ranged.[/indent][/indent]
      [][]
    • high saves: Duh. But half damage on a successful save still sucks, so...[/indent][/indent]
      [][]
    • energy immunity: To all five kinds. Force, well... Hope you listened to the bit about health.[/indent][/indent]
      []
    • summons: Chain-gating solars aside, a mage can dump a hordeload of minions on your head. That means you need to be able to:[/indent]
      [][]
    • stop extraplaner summoning: Your sword doesn't do you any good if you are literally buried in succubi. At least, not the one in your hand.[/indent][/indent]
      [][]
    • stop extraplaners v2.0: But the above is difficult. So barring that, you need to be able to keep the minions away from you[/indent][/indent]
      [][]
    • kill lots of stuff at once: You know what sucks? Mowing through a couple hundred cubic feet of dominated fighter, one attack at a time.[/indent][/indent]
      []
    • mind screwery: Because it is never, never a good idea to poke stuff to see if it's illusionary. That means you need:[/indent]
      [][]
    • immunity to enchantment: Yes, you need mind blank.[/indent][/indent]
      [][]
    • immunity to illusion: True seeing, too.[/indent][/indent]
      [][]
    • immunity to divination: Not, strictly speaking, mind screwery, but i didn't want to make a new category. Basically, don't let yourself get scried (scryed? Scry'd? Scridided?), ever. And make it back-compatible to the beginning of your familial line, too.[/indent][/indent]
      []
    • magical lockdown: Grease. Forcecage. Freezing fog. Forcecage. Evard's enormous black... Tentacles. Stinking cloud. Forcecage. If you can't get to the mage, you can't hurt him. That means you need:[/indent]
      [][]
    • to be able to avoid all that stuff. See the above section on mobility.[/indent][/indent]
      [][]
    • also, freedom of movement. Which practically goes without saying.[/indent][/indent]
    • finding the wizard
      []
    • you need to get information about the mage, find him, and get to him. Yes this is hard. Because he has, and you need to beat:[/indent]
      [][]
    • abjurations (vs. Divination): Nondetection, misdirection, mind blank[/indent][/indent]
      [][]
    • abjurations (vs. You): Guards and wards, a door with an explosive rune on it, anticipate teleportation, a key with ten explosive runes on it, forbiddence, oh god so many explosive runes everywhere (make it stop make it stop).[/indent][/indent]
      [][]
    • i'm sorry, your wizard is in another dimension: Astral projection, genesis, motherf*****g rope trick!!!!![/indent][/indent]
    • hurting the wizard
      []
    • you need:[/indent]
      [][]
    • initiative: He has nerveskitter, foresight, and celerity. If he casts celerity and then time stop, you lose. Don't lose.[/indent][/indent]
      [][]
    • high to-hit. As in, + yes.[/indent][/indent]
      [][]
    • to hit ethereal stuff: Blink is a thing, folks![/indent][/indent]
      [][]
    • miss chance negation: So is displacement. But also mirror image, and invisibility.[/indent][/indent]
      [][]
    • tons of damage: Kill him in one hit. Through any and all dr. This is perhaps the most important bit.[/indent][/indent]
    • keeping him dead
      []
    • if he comes back to life, you lose. Figure it out.[/indent]
    • actions
      []
    • less an actual category than a hazy meta-category, but your friendly neighborhood conjurer can teleport as a standard and a free action. You need to be able to do stuff with every action you have, and be able to react and prevent anything that the mage can do with his standard, move, free, swift, and immediate actions, as well as the extra set of all the above that he gets from celerity.[/indent]



    other notes: On the forums, a wizard is assumed to be good at everything at once. In practice, this is limited by availability of books, time constraints, and the patience of the players and the dm. But while it is difficult for a mage to have every trick, he could have any trick- and therefore, you, as a killer of mages, need to be able to deal with every trick (theoretical optimization aside).

    Spoiler: glossary
    Show
    mage: An arcane spellcaster. Generally assumed here to be a wizard (because they can do the most shenanigans), but also sorcerers, beguilers, bards, dread necromancers, and (snrk) warmages.

    Lockdown: The ability to stop someone else from doing something.

    Celerity + time stop: A powerful and effective spell combination which you need to be able to stop.

    Grease: An even more powerful spell, which people without balance across the world have learned to fear.

    Explosive runes: Perhaps the second-most devastating spell ever to be invented, it spells doom for those without immunity to force damage

    rope trick: aaaaarrrgh!!!!!!!!!


    so, pitch in with suggestions, tell me what i've missed. All together now!
    what sorcery is this!?! What have you done to my screen!
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    Default Re: Anti-Mage Checklist

    I don't know how you're doing it, but your post completely breaks the forum formatting for me, writing outside the post borders and all over everything. Is anyone else having this problem?
    On creating medieval thermobaric detonations:
    Quote Originally Posted by Ravens_cry View Post
    *strokes chin*
    Hmmm, I like the way you think.
    On rewriting your own past into a stable time loop of invulnerability:
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    Kardar233's Illithid:
    *strokes chin*
    Hmmm, I like the way you think.
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    kardar233's Tyr: So ok, it seems to me that your character evades death o_O. Congratulations *fanfare*

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    Default Re: Anti-Mage Checklist

    Quote Originally Posted by kardar233 View Post
    I don't know how you're doing it, but your post completely breaks the forum formatting for me, writing outside the post borders and all over everything. Is anyone else having this problem?
    Yes, I believe that everyone else is having this problem.
    Tier System for Classes | Why Each Class Is In Its Tier

    On the use of the tier system:
    Quote Originally Posted by Darius Kane View Post
    "What's this? A TV Guide? How dare you tell me what movies I should watch! Fitness guide? Burn it, I can take care of my health by myself, thank you very much!"

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    Default Re: Anti-Mage Checklist

    Okay, so it isn't just me.
    I follow a general rule: better to ask and be told no than not to ask at all.

    Shadeblight by KennyPyro

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    Default Re: Anti-Mage Checklist

    Yeah, it's actually kinda cool looking, if annoying, and extra posts have changed the pattern in nifty ways. In any case, it might be worth noting that, unlike in the thread noted, you really want to keep level as low as possible, picking up your trick(s) quickly. If you toss out a 20th level mundane anti-magic build, and your name's not Tippy, then it just tends to come across as laughable. It's just not a fight that these builds are ever equipped to handle, at least not at reasonable optimization levels.

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    Default Re: Anti-Mage Checklist

    Step 1: Pick as low of a level as possible.
    Step 2: Optimize more.
    Step 3: Do really weird formatting, likely due to excessive use of Indent.

    Basically I agree with eggy. A nice trick to have at lower levels is stealth and pouncing in the surprise round.
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    Default Re: Anti-Mage Checklist

    1: Better magic than the target mage has

    Also reporting broken formating here.
    Last edited by deuxhero; 2014-07-22 at 06:07 PM.

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    Quote Originally Posted by GoodbyeSoberDay View Post
    A nice trick to have at lower levels is stealth and pouncing in the surprise round.
    Yeah, mundane stealth really tends to put casters on the veritable optimization back foot, in that the caster specifically needs to have planned a way around darkstalker in order to deal with it, or otherwise have defenses sufficient that they can take the punch. Casters do have countermeasures (wizards have mindbender+mindsight, druids have aberration wild shape for ethergaunt form, psions have touchsight, most anyone can get lifesight, and I dunno if there's a cleric specific trick), but they are often somewhat difficult to obtain or maintain. From the caster's perspective, it's tricky but doable, which is just about the best endorsement that any plan is going to get.
    Last edited by eggynack; 2014-07-22 at 06:14 PM.

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    Default Re: Anti-Mage Checklist

    MY EYES! THEY BURN!!!!! Nothing to add, just reporting borkedness as well.
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    Default Re: Anti-Mage Checklist

    My formatting is also strange. I'm gonna try something.

    Edit: Got it. Of course, if you quoted me, the quote is screwed up, so please change it.
    Edit Edit: It should be noted that this Anti-Mage doesn't necessarily have to be some non-magical schlub with a couple of feats. In fact, he could easily be another wizard (certainly one of the easier ways of passing these tests). If I had to make a build that would pass muster, it would be a Cleric of Wee Jas or Vecna, protected by a sculpted AMF (gotta preserve those personal buffs) and laying waste with Disjunctions (sculpted into 220 foot lines, of course). He would carry a eight-foot mace, just to look cool, and have more persisted buffs than some sorcerers have spells known.
    Last edited by Dorian Gray; 2014-07-22 at 06:30 PM.

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    Default Re: Anti-Mage Checklist

    Quote Originally Posted by eggynack View Post
    Yeah, mundane stealth really tends to put casters on the veritable optimization back foot, in that the caster specifically needs to have planned a way around darkstalker in order to deal with it, or otherwise have defenses sufficient that they can take the punch. Casters do have countermeasures (wizards have mindbender+mindsight, druids have aberration wild shape for ethergaunt form, psions have touchsight, most anyone can get lifesight, and I dunno if there's a cleric specific trick), but they are often somewhat difficult to obtain or maintain. From the caster's perspective, it's tricky but doable, which is just about the best endorsement that any plan is going to get.
    Mindsight has the pesky limitation of only acting like blindsense and not blindsight, though a well-placed glitterdust can mitigate that issue. Touchsight has the incredibly pesky issue of having limited duration (unless you're a high level crystal master), so it's close to irrelevant in an ambush scenario. Lifesight is technically blocked just by covering yourself with clothing/goggles (sundark ones if you want to be cool) head to toe so the life-seer has no LoS to the actual "light" shed by the living creature. Also, the sneaky one can be undead as well.

    Once the druids start wildshaping into the stranger aberrations, though, it's pretty much GG.
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    Quote Originally Posted by GoodbyeSoberDay View Post
    Mindsight has the pesky limitation of only acting like blindsense and not blindsight, though a well-placed glitterdust can mitigate that issue. Touchsight has the incredibly pesky issue of having limited duration (unless you're a high level crystal master), so it's close to irrelevant in an ambush scenario. Lifesight is technically blocked just by covering yourself with clothing/goggles (sundark ones if you want to be cool) head to toe so the life-seer has no LoS to the actual "light" shed by the living creature. Also, the sneaky one can be undead as well.

    Once the druids start wildshaping into the stranger aberrations, though, it's pretty much GG.
    Yeah, these things definitely aren't perfect. You can do reasonably for yourself, but there's usually some hole in any plan. Darkstalker is cool like that. It's highly possible that the best solution, much of the time (though I hold that mindsight's blindsense effect is usually going to be sufficient), is going to be just making that one big attack count for less. That's what I ended up doing the last time this came up, in a conversation about effective methods of druid murder. Searched for a solution for awhile, and then I realized that I could just boost AC in traditional ways, maybe boost HP too, and the druid would survive the attack most or all of the time. Other casters have different methods of achieving similar ends. I really to like the total vision method though, which I came up with later. Don't think I've seen that mentioned much by not-me folk.

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    Yeah, that conversation was with me. Desmodu Hunting Bats, Primal X/Heart of X spells, and various AC boosters came up.

    I think at a certain point the mage slayer needs serious magic to pump his stats, through a form-altering ability and/or his own spells (or at least serious consideration of X stat to Y bonus stuff). An incantatrix, for instance, can pretty easily manage to get very high stealth numbers, pounce, touch attacks with a large attack bonus, and a partial charge range outside of most always-on detection systems. But then it's just caster v. caster.
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    Quote Originally Posted by GoodbyeSoberDay View Post
    Yeah, that conversation was with me. Desmodu Hunting Bats, Primal X/Heart of X spells, and various AC boosters came up.
    Well, that works then. I'm glad I came up with an alternate solution between then and now though, cause it's a cool sort of thing, and I get to whip on my nifty shades of progress. Like so: . Pretty sure it's not going to happen much more though, at least on the monster finding axis.

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    Quote Originally Posted by eggynack View Post
    Well, that works then. I'm glad I came up with an alternate solution between then and now though, cause it's a cool sort of thing, and I get to whip on my nifty shades of progress. Like so: . Pretty sure it's not going to happen much more though, at least on the monster finding axis.
    The moral for me is that PCs should focus on getting these various sensory capabilities because being jumped is just the worst.
    Quote Originally Posted by The Giant
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    My favorite use of AMF is with Arcane Archer's Imbue Arrow.
    You can make the AMF originate from squares, or from the enemy himself. Combine with Factotum's extra action for maximum fun.
    You can even shoot an AMF over a forcecage, preventing any supernatural attempt at escaping it

    I don't know why I've never seen it around. I think it's a pretty fun, pretty effective trick. Of course it can be countered, but one assumes the character is built to be a decent manyshot archer with a forcebow in the first place.

    i.e. half elf Duskblade1/Factotum8/Chameleon9/AA2
    (duskblade is to qualify for AA)

    get as many FOI as you can and that's it.
    Last edited by Seppo87; 2014-07-23 at 02:44 AM.

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    Default Re: Anti-Mage Checklist

    I had an idea for a templar styled charecter who was designed strictly to fight mages.

    Things i wanted him to have

    -A way to point and delete active effects (Suddenly your fly does not work from 100ft up)
    -A way to throw a sticky sort of magic area around a mage so no items/spells/SLA ect would work for a duration
    - A way to literally run through magic meant to slow or create difficult terrain (such as dispelling greese or similar spells without making any action or interrupting a movement)
    - A smite like ability that destroyed one of the highest level spells the mage can cast and then do damage based on level while simultaniously shutting down that spell level for x amount of time.
    -A way to re-activate a portal of any kind and travel directly to the mage regardless of plane. If the space is too small or if you act quick enough you can literally just recast their portal and send them straight back to where you are,
    - attacks can dispell anything from the enchantment/conjuration and illusion schools.
    - Can see through all illusions and magical effects as if they were not there. (avoids things like invisible fog)
    - Sunder works on magic weapons without negatives and treats it as a common weapon of its type.
    -Has scaling DR, Saves, spell resistance, and immunities to everything magic related that raises by level.

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    Default Re: Anti-Mage Checklist

    Quote Originally Posted by maniacalmojo View Post
    I had an idea for a templar styled charecter who was designed strictly to fight mages.

    Things i wanted him to have*snip*
    Most of this sounds like Cleric with some items, but some of it is a little more esoteric.
    -A way to point and delete active effects (Suddenly your fly does not work from 100ft up)
    Dispel Magic (+inquisition domain), dispelling weapons.
    -A way to throw a sticky sort of magic area around a mage so no items/spells/SLA ect would work for a duration
    Antimagic field sounds about right; if you want that to be put somewhere else, Arcane Archer or Master Specialist (Abjur) 10 + Reach spell will do it.
    A way to literally run through magic meant to slow or create difficult terrain (such as dispelling greese or similar spells without making any action or interrupting a movement)
    Freedom of Movement.
    - A smite like ability that destroyed one of the highest level spells the mage can cast and then do damage based on level while simultaniously shutting down that spell level for x amount of time.
    Dispelling weapons and/or Reaving Dispel.
    -A way to re-activate a portal of any kind and travel directly to the mage regardless of plane. If the space is too small or if you act quick enough you can literally just recast their portal and send them straight back to where you are,
    Trace Teleport (psionic power) for the former is all I can think of. For the latter, Wish does exactly this, and it's a really powerful ability so I would expect it to be a higher level thing like that.
    - attacks can dispell anything from the enchantment/conjuration and illusion schools.
    Dispelling weapons...
    - Can see through all illusions and magical effects as if they were not there. (avoids things like invisible fog)
    Blindsight without true seeing will handle this pretty well, if you're truly worried about invisible fog.
    - Sunder works on magic weapons without negatives and treats it as a common weapon of its type.
    Adamantine weapon?
    -Has scaling DR, Saves, spell resistance, and immunities to everything magic related that raises by level.
    DMM Persist spells related to this? Clerics literally have spells that give them SR, spell immunity, DR, saves, etc.
    Quote Originally Posted by The Giant
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    Default Re: Anti-Mage Checklist

    Quote Originally Posted by Seppo87 View Post
    My favorite use of AMF is with Arcane Archer's Imbue Arrow.
    You can make the AMF originate from squares, or from the enemy himself. Combine with Factotum's extra action for maximum fun.
    You can even shoot an AMF over a forcecage, preventing any supernatural attempt at escaping it

    I don't know why I've never seen it around. I think it's a pretty fun, pretty effective trick. Of course it can be countered, but one assumes the character is built to be a decent manyshot archer with a forcebow in the first place.
    Imbue Arrow used to shoot AMFs gets brought up from time to time, but it's not discussed that much as an anti-caster tactic because archery is shut down pretty handily by things like Wind Wall, Friendly Fire (Exemplars of Evil, p. 27), and Stormrage (SpC, p. 210), it generally only works if you can actually hit the person with the AMF-imbued arrow or in tight spaces, it tends to only come online at high levels, and because most anti-caster discussions on this board focus on mundane anti-caster tactics.
    Last edited by Karnith; 2014-07-23 at 06:05 AM.
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    Default Re: Anti-Mage Checklist

    Quote Originally Posted by Karnith View Post
    Imbue Arrow used to shoot AMFs gets brought up from time to time, but it's not discussed that much as an anti-caster tactic because archery is shut down pretty handily by things like Wind Wall, Friendly Fire (Exemplars of Evil, p. 27), and Stormrage (SpC, p. 210), it generally only works if you can actually hit the person with the AMF-imbued arrow or in tight spaces, it tends to only come online at high levels, and because most anti-caster discussions on this board focus on mundane anti-caster tactics.
    it is widely believed that a force arrow would bypass a wind wall

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    Default Re: Anti-Mage Checklist

    Quote Originally Posted by Seppo87 View Post
    it is widely believed that a force arrow would bypass a wind wall
    An arrow shot by a Force bow is still an arrow, and would hence be deflected by a Wind Wall. If you're using the oft-cited interpretation that Force bows turn arrows into force projectiles (and hence stop being arrows), then you lose the benefit of Imbue Arrow.
    Last edited by Karnith; 2014-07-23 at 06:26 AM.
    Tier System for Classes | Why Each Class Is In Its Tier

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    Default Re: Anti-Mage Checklist

    There are ways to get infinite hit points as a mage -- you need ways to do some serious hardcore dispelling...

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    Default Re: Anti-Mage Checklist

    Quote Originally Posted by Karnith View Post
    An arrow shot by a Force bow is still an arrow, and would hence be deflected by a Wind Wall. If you're using the oft-cited interpretation that Force bows turn arrows into force projectiles (and hence stop being arrows), then you lose the benefit of Imbue Arrow.
    Of course, you could always shoot a barbarian with the arrow instead, and have him charge at the wizard. Shut up, he's on a griffon, he can fly.

    Of course, this assumes that a barbarian, even one with an AMF, is getting near a wizard, but shh.

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    Default Re: Anti-Mage Checklist

    Did we mention hide life shenanigans? Because we still might have to kill something that's technically immortal in every sense.
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    Logic just does not fit in with the real world. And only the guilty throw fallacy's around.
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    Default Re: Anti-Mage Checklist

    Quote Originally Posted by GoodbyeSoberDay View Post
    Most of this sounds like Cleric with some items, but some of it is a little more esoteric.
    Dispel Magic (+inquisition domain), dispelling weapons.
    Antimagic field sounds about right; if you want that to be put somewhere else, Arcane Archer or Master Specialist (Abjur) 10 + Reach spell will do it.
    Freedom of Movement.Dispelling weapons and/or Reaving Dispel.Trace Teleport (psionic power) for the former is all I can think of. For the latter, Wish does exactly this, and it's a really powerful ability so I would expect it to be a higher level thing like that.
    Dispelling weapons...
    Blindsight without true seeing will handle this pretty well, if you're truly worried about invisible fog.Adamantine weapon?DMM Persist spells related to this? Clerics literally have spells that give them SR, spell immunity, DR, saves, etc.
    Yes but this would be a class that has all of those in one. Also a brainstorm type of thing.

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    Default Re: Anti-Mage Checklist

    A Pc I saw was a good anti-magic meleer.
    He was a spiked chain tripper swordsage with spellfire, lots of good maneuvers, dimensional anchor effects and AoO when enemy casted defensively (and a full party as a support ).

    It was good, but good only in terms of practical optimization.

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    Default Re: Anti-Mage Checklist

    Spell Stowaway will help once you get to epic levels, but is still going to be insufficient by itself. Still, being able to tag along on a Time Stop and a Teleport will do a lot to inhibit a mage's usual front-end "I win" tactics.

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    Default Re: Anti-Mage Checklist

    Quote Originally Posted by Brookshw View Post
    Did we mention hide life shenanigans? Because we still might have to kill something that's technically immortal in every sense.
    Nah, you just IHS him not being mortal.
    Quote Originally Posted by maniacalmojo View Post
    I had an idea for a templar styled charecter who was designed strictly to fight mages.

    Things i wanted him to have

    -A way to point and delete active effects (Suddenly your fly does not work from 100ft up)
    -A way to throw a sticky sort of magic area around a mage so no items/spells/SLA ect would work for a duration
    - A way to literally run through magic meant to slow or create difficult terrain (such as dispelling greese or similar spells without making any action or interrupting a movement)
    - A smite like ability that destroyed one of the highest level spells the mage can cast and then do damage based on level while simultaniously shutting down that spell level for x amount of time.
    -A way to re-activate a portal of any kind and travel directly to the mage regardless of plane. If the space is too small or if you act quick enough you can literally just recast their portal and send them straight back to where you are,
    - attacks can dispell anything from the enchantment/conjuration and illusion schools.
    - Can see through all illusions and magical effects as if they were not there. (avoids things like invisible fog)
    - Sunder works on magic weapons without negatives and treats it as a common weapon of its type.
    -Has scaling DR, Saves, spell resistance, and immunities to everything magic related that raises by level.
    I added a number of these (or at least I will have in 2 minutes).

    Edit: By the way, Karnith, you are amazing.
    Last edited by Dorian Gray; 2014-07-23 at 03:29 PM.

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