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Anyone else here who prefers to play this game with resist fear and chaotic commands on x/x party members active at almost all hours [img]tongue.gif[/img]
I´ve found that the little time it takes to activate such basic defenses saves me a lot of hair when i end up running into any of those nameless mage encounters. ^^ So, am i just paranoid, or do many of you prepare when there is no obvious need for it? And do you know any other defensive spells with such nice long durations that i could add to my list? [img]tongue.gif[/img] |
"Protection from Evil 10' Radius" lasts an awfully long time. Stoneskins and Ironskins should obviously be up at all times.
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You should use contingency so your protection spell is cast immediately when you see an opponent.
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I do that... To the point where I give my most popular buffs hotkeys. When I'm playing with a party, I have Stoneskins and Ironskins up before resting (O and K, respectively). When we get up, we have Protection from Evil 10' (A) and Chaotic Commands on everyone (T). They're usually active until I need to rest again... As the duration grows with higher levels, so too does the length of time I can go without resting, so it all works out.
Protection from Magic Energy lasts a really long time, as does Mage Armor and Melf's Minute Meteors. |
I usually only ever have stoneskin/ironskins on most of the time. Everything else I put on before/at the beginning of battles.
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With a fighter/mage, you can cast stoneskin, then put on the best armour. You can win almost any encounter with that.
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Heh, funny that i´d forget stoneskins... The most useful and one of the longest lasting spells... [img]tongue.gif[/img]
So anyway, what would you possibly be needing and evil prot for? Demon encounters are fairly rare and unless you really desire to share your sweet experience with the rabid inhabitants of the hells, i don´t see the point with it. :/ |
Many things that want to kill you are evil-aligned.
"First, all attacks made by evil or evilly enchanted creatures against the protected creature receive a penalty of - 2 to each attack roll, and second, any saving throws caused by such attacks are made by the protected creature with a +2 bonus." That's not a bad deal for a level 3 spell slot... Not when it lasts one turn per caster level. |
Hmmm... I´m having to agree, what with most of the generic creeps eing of some evil alignment...
Oh well, i´m one of those people who rarely read the instructions properly. [img]tongue.gif[/img] |
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