|Paizo Pathfinder® Paizo Games|
|About Paizo Messageboards News Paizo Blog Help/FAQ|
Tactics will change and adjust for what is common on the battlefield. For every offense there is a defense (with the exception of each time something truly new enters the battlefield giving one side an edge for a time). Invaders might have more mobile cover available or tend to use more trenches, tunnels and other earthworks. Troop formations (shield or shield formations, or Battering Rams and Siege towers won't be the only things with 'walled protections' etc.) will adapt to protect from things like fireballs. For every Fireball wand there can be a Dispel Wand, for every Protection from Normal Missiles there can be a Magic Weapon it'll go round and round in an endless hypothetical scenarios but whatever happens one thing you can be sure of is tactics will adjust over time to deal with whatever is 'normal' for that world.
Like the above posters I've never bothered with tracking unless something about the campaign made it particularly worth the effort, such as being very early on when wealth is an issue, remote or especially hostile to equipment (though often even there once the PC's indicate how they are dealing with the issue makes that moot). Only magical or unusual arrows were tracked.
Enchant the sling you'll be using to help deal with range penalties. But yes Alchemist Fire is basically the flammable part of a Molotov. And as others have suggested various craft skills to create the aerodynamic 'missile' intended portion.
Edit: And if both enchanting and craft skills are out the window make sure you are correctly employing the rules ... I'm assuming some of the "couldn't hit the wall issue" was exaggeration due to annoyance over the problem. If not then rereading those rules should help, again assuming it wasn't a streak of auto missing 1's getting rolled (which no amount of crafting, enchanting or other fixes is going to take care of).
Even experienced GMs frequently make a mess of their games when designing/allowing custom magic items, so I suggest GMing a couple of practice games/adventures using the standard rules first. Then tweak/modify/re-write whatever you feel like.
I totally agree with the above posters. Custom magic items are a great way to add to a campaign. The magic item creation rules however are also among the most rife for making a mistep for even an experienced GM.
I would use Still spells as often as possible and choose my spells knowing I planned on using Still as often as I could.
All spells provoke unless cast defensively and/or Quickened as mentioned above.
Verbal spells require one to use a "strong speaking voice". Being silenced (as the spell) gagged, jaw wired/glued shut, paralyzed or similar prevent the successful casting of a spell unless employing Silent metamagic.
Somatic component requires you have one hand free to gesture properly. Use of Still metamagic bypasses this component. Wearing armor interferes with those gestures and incurs Arcane Spell failure chance based on the type and material of the armor/shield.
Material components are substances used up in the act of casting a spell. The use of minor material components can be avoided by using the Eschew Materials feat. Minor material components are those costing 1 gp or less. More expensive material components can not be replaced by using Eschew materials. A caster is assumed to have minor material components as long as they possess/carry a spell component pouch(es).
Focus or Divine Focus is similar to material component only the focus is not consumed in the casting of the spell and there is no feat that I am currently aware of to negate the need for any F/DF requirement when casting.
Obviously individual traits or class features can alter the above but that's the core rules to my knowledge.
Worth noting that spontaneous casters such as an Oracle can make the decision at the time of casting whether or not to apply any metamagic to their spell (and what slot is used as a result), one reason I strongly recommend strongly considering the needed components when choosing your known spells.
If it's not a PFS campaign ask your GM about adding it to the Druid spell list.
I'm guessing it is very unlikely to get added to the Druid list by Paizo as an official change ... though I too wonder why it wasn't included *shrug*
Well, technically, yes, it moves, otherwise it wouldn't be a gust of wind.
LOL, yes but we are not speaking of the what goes on within the area of effect but the area of effect itself :p
And IMO they utterly botched it when they made all emanations 'bursts'. Emanation is more properly a state of duration not area (i.e. 'the effect continues') and Emanations themselves should be divided into Spread and Burst areas even if all the known current spells at that time happened to be burst emanations, ... sigh ...
You need a valid Line of Effect and or Line of Sight to any target beyond the range of touch.
I personally would rule that a target within view doesn't literally need to be seen per se but does need to be sensed and their position pin pointed somehow, for example, Tremorsense. And LoE and LoS issues still need to be dealt with as appropriate for whatever hypothetical spell we are discussing.
The point of origin will stay fixed. What happens to you or what you do after you cast the spell is not relevant to the spells area of effect unless specific text says so. You might very well get Disintegrated or Plane Shifted by your foe prior to the duration ending.
I think Orfamay Quest hit it out of the park, scored a hat trick and dropped a hole in one all at the same time with the response above. My mind was too focused on "Wind" spells and sort of forgot about the "Weather" side of things. If the Weather domain doesn't consist of just weather spells I don't know what would.
Lastly the long term solution my Loremaster would have probably adopted if finding himself up against Fickle Winds with any frequency would have been to Craft a Staff with an appropriate spell or two on it for nullifying Fickle Winds.
Rogar Stonebow wrote:
What higher level wind or weather effect would you use?
Depends on the situation. If I was routinely encountering the situation I'd probably need to research a new or variant spell as a relatively quick glance shows few Sor/Wiz spells of those sort that aren't already higher level (negating the need for Heighten) or simply aren't Sor/Wiz spells. One could simply Heighten Gust of Wind. Yes your Archer companion would take a -4 to hit but at least he could use a Full Attack for the next round on the offender. Similarly I might use a Heightened Cloak of Winds. This spell is intended for use on yourself and allies but nothing prohibits you from targeting a foe either they are just likely to take advantage of the saving throw option ... which is a Fort save. I'd probably have whatever choice I came up with on a scroll since it isn't likely something I'd have memorized routinely (in Heightened form anyway) regardless of which spell I was using to deal with Fickle Winds (unless my GM really liked to use Fickle Winds, a lot). That would be one advantage of being a spontaneous caster in this situation. If it was a critical situation and/or perhaps the first time encountering the situation I might resort to using Limited Wish rather than Heightening something. Otherwise Heighten Control Winds or Control Weather could both be used by the appropriate caster.
Ninja'd big time (yeah for slow typing)
Mostly Heighten Spell is going to get used for one of the following:
spell text wrote:
Light spells counter and dispel darkness spells of an equal or lower level.
So, for example, if I had an archer companion getting routinely (or in a critical situation) shut down by Fickle Winds you can bet I would be using the last line in Fickle Winds to deal with the issue in some manner while on my Loremaster:
text of Fickle Winds wrote:
This spell has no effect within the area of a higher-level wind or weather spell.
For just a second I thought you were going to confess the Fairie Dragon was engaging in his first prank with his new master.
99. "Are you sure you want to put the Artifact inside an extradimensional space?" or "Sorry one sec, need to review the rules on extradimensional spaces placed within each other."
100. While in the store you notice a nearly empty space next to the 10ft poles, there are only a couple 12 ft poles left.
101. Which weapon were you using to hit the Golem? Roll some dice, "noted, thanks".
Don't know that I currently consider any spell too powerful. Some are more easily abused, while others have issues that make them problematic. Simulacrum, Blood Money and Spellbane are all spells that would make my 'watch list'.
Many of the other spells I see listed fall into another category for me. They are inappropriate/too potent in one way or another for a specific campaign setting. Endure Elements and Create Water being a couple prime examples for the Dark Sun campaign setting while Teleport, Greater Teleport, many Summoning Spells, Greater Magic Weapon and others don't belong or shouldn't work in the Midnight campaign setting.
And Earthglide does not make them any less noisy, by RAW that is what Stealth is for and Earthglide has no text indicating that it provides a bonus to stealth. All Earthglide does is allow them to as easily move through "stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water". They are still burrowing and using their burrow speed while earthgliding.
That said it's definitely an area a GM could quite reasonably allow the earth elemental to gain a significant advantage via earthglide and tremorsense in, if not automatically surprising, gaining a very substantial bonus to any stealth vs the party's perception until it breaks to the surface provided it used some appropriate tactics. Just bear in mind that its burrow speed is quite possibly slower than the party, tremorsense won't help detect or track anyone flying or otherwise not in contact with the ground and until you get to the older and larger elementals they aren't exactly the brightest bunch. The elemental might very well surprise part of the group only to in turn be surprised by the the fact one party member is using Overland Flight while another pair is on a Flying Carpet etc. etc.
... because my vampiric lifedrinking sword has an unbelievable hissy fit anytime I try to use any other weapon ("Hungry soooo hungry!").
... never mind I am an archer who can cast Fly, Dimension Door and Teleport among other things (like a base speed of 50).
... I am the party wizard ... but no I do in fact carry several ranged weapons I've almost never used because well I am a wizard.
... because I am a master of stealth and can't recall the last time I didn't choose the battlefield.
... because I am an insane (literally) frenzied bezerker and the thought of not getting up close and personal hasn't occurred to me yet (and/or the barrier or foe I couldn't get up close and personal with hasn't yet happened to make me consider the lack.
... because I am a Mystic Theurge and the one thing I have no shortage of is spells.
Full disclosure - I think only the Frenzied Beserker actually doesn't have a ranged weapon in his possession. But he'd happily acquire something to hurl if the situation did arise.
Yes, Dismissal used on a creature within the Forbiddance area will work normally. Forbiddance only prevents movement into or within the protected area. It does not prevent anyone or anything from using magic to leave the area by any means much less involuntarily via Dismissal. Bolding mine.
First paragraph of Forbiddance text wrote:
Forbiddance seals an area against all planar travel into or within it. This includes all teleportation spells (such as dimension door and teleport), plane shifting, astral travel, ethereal travel, and all summoning spells. Such effects simply fail automatically.
Purple Dragon Knight wrote:
I think one could harvest about 150gp worth of adamantine before the adamantine saw fails. :)
When does normal wear and tear become subject to Mending (for an infinitely useful saw)
1) Yes, assuming you are flying overhead in such a manner as to draw the line through opposite sides of the space/cube.
The real question for me is why is the party, which has a Cleric capable of casting Destruction, having trouble with an invisible foe. Have they burned through all their various means of dealing with invisibility? Is there a rule misinterpretation going on? Other? Lannister appears to understand correctly how targeting works. The Bogeyman's invisibility is not natural invisibility, greater invisibility or constant (unless it's been modified by a creative GM). It's a SLA useable at will. One readied action then target and use Destruction (or any and all other attacks on the Bogeyman) on the now visible Bogeyman (who will remain visible until he gets to his next initiative and uses a standard action to use his SLA Invisibility to again become invisible. At will just means they have no limit on how often they can use the ability (other than however many rounds exist in a 24 hour period of time).
Sounds as if the party is either poorly prepared to deal with an invisible threat (which by 13th level or so should not be happening), has stuck around without withdrawing to rest and recoup far too long (i.e. overextended themselves) or is otherwise caught in a very messy and unusual tactical situation (involving terrain, Spring Attack, readied actions, etc., and/or some very coordinated attacks by their foes).
One might use an Efficient Quiver for storing wands.
Aura moderate conjuration; CL 9th
Slot none; Price 1,800 gp; Weight 2 lbs.
This appears to be a typical arrow container capable of holding about 20 arrows. It has three distinct portions, each with a nondimensional space allowing it to store far more than would normally be possible. The first and smallest one can contain up to 60 objects of the same general size and shape as an arrow. The second slightly longer compartment holds up to 18 objects of the same general size and shape as a javelin. The third and longest portion of the case contains as many as 6 objects of the same general size and shape as a bow (spears, staves, or the like). Once the owner has filled it, the quiver can quickly produce any item she wishes that is within the quiver, as if from a regular quiver or scabbard. The efficient quiver weighs the same no matter what's placed inside it.
Requirements Craft Wondrous Item, secret chest; Cost 900 gp
I'd say trust those instincts that told you it was 'slightly abusive'. Much easier to decide down the road that one is being too restrictive and loosen up a ruling than to do the reverse, at least for most folks, especially if you are the player on the receiving end of a ruling.
Ckorik covered it thoroughly and quite well but I'll put one final thought in there expect some table variation. For example, I can think of reasons to up the DC or not up it based on it being 'Still' (or other metamagic) >>> small things are harder to see clearly (like small precise hand movements), so higher DC for Perception) or conversely it might be considered not significantly harder to see the wizard just used a fireball despite having no hands free (all tied up or pinned) or maybe because he wasn't seen "wigglin' his fingers". Perhaps that could be said to be even easier. Something like this may fall under "favorable or unfavorable conditions" since these are essentially an open invitation for the GM to use his judgement and make a call.
After many weeks (in and out of game) the characters had infiltrated the opposing Trader House and located their sapphire mine. The wealth within made them drool and they approached intent on getting into the mine to the vaults which stored the precious gems ... and found their way blocked by a very solid and enormous set of Iron doors. They promptly forgot all about the gems within as you see this was Athas and a Dark Sun campaign.
Since AMF doesn't even have a target, a ring of counterspells doesn't do anything either.
The rest of what is mentioned was what I was thinking about when I mentioned reading over AMF carefully (something I neglected to do when glancing back at a Ring of Counterspells).
Wall of Force or Prismatic Wall might block the approach of an AMF user since they are uneffected by the AMF or trap them between terrain and the Wall. Similarly a Forcecube might be employed though dropping one around the AMF user (vs using it around oneself for protection) is probably pushing the limits on accurate and precise positioning without using Widen.
My Loremaster would probably look to drop some terrain on the foe with a well placed Disintegrate or Transmute Rock to Mud or perhaps Telekinesis while staying clear of the AMF as much as possible. And if he knew in advance his foe favored using AMF probably try to arrange to have a golem or two along if possible.
Yes that is what I believe LazarX is saying and I believe he is correct that is the RAI and RAW though it could be more clearly stated as such. Ultimately as with many things it is up to the individual GM to declare. But in Share Spells it says "may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself" which to me clearly implies the wizard is using a 'Range: touch' spell targeting the familiar rather than himself ... one can cast an AMF without ever having to designate a target to touch. Note the text never actually says anything about personal spells only spells that include a target 'you' (just, AFAIK, all personal spells also include a 'Target You' line, for example, the Shield spell)
@Cleanthes, Yes having the familiar use UMD would allow it to be the flying (or hopping/crawling/walking) AMF of doom as the spell would then emanate from the familiar. Though again that may or may not have some undesirable side effects on the wizard-familiar bond. And yes in some very specific cases it may be more detrimental to the foe than the wizard or familiar but most creatures are far less 'buffed' by magical items and spells than the typical character and therefore tend to suffer less.
And yes AMF shouldn't be a complete disaster to any well prepared higher level pure caster but it certainly can be very annoying and limit ones options. I'd be sure to carefully read over exactly what having Greater Spell Immunity-Antimagic Field means however (and be sure your GM is on the same page). It's a long way from I now get to keep all my doodads and act like my buffs keep working. A Ring of Counterspells or something similar is probably a much better potential solution if you are really worried about getting messed up by an AMF.
Does that apply to Supernatural Abilities as well?
CRB, Magic, Special Abilities wrote:
Supernatural Abilities: These can't be disrupted in combat and generally don't provoke attacks of opportunity. They aren't subject to spell resistance, counterspells, or dispel magic, and don't function in antimagic areas.
CRB, Glossary, Special Abilities wrote:
Supernatural Abilities (Su): Supernatural abilities are magical but not spell-like. Supernatural abilities are not subject to spell resistance and do not function in areas where magic is suppressed or negated (such as an antimagic field). A supernatural ability's effect cannot be dispelled and is not subject to counterspells. See Table: Special Ability Types for a summary of the types of special abilities.
Supernatural abilities are magical. It can include things like Breath Weapons, Damage Reduction, Ability Drain, and Flight. Very much will depend on the nature of the supernatural ability being used but in general most of them are fairly obvious if they get used on someone else when I skimmed the list in the Bestiary's Universal Monster Rules.
Note that SLA's do not have V,S, or M components. They also have no F or DF. They are activated mentally. They can not be used to counterspell nor may they be counterspelled.
CRB, Magic, Succeeding on a Saving Throw wrote:
A creature that successfully saves against a spell that has no obvious physical effects feels a hostile force or a tingle, but cannot deduce the exact nature of the attack. Likewise, if a creature's saving throw succeeds against a targeted spell, you sense that the spell has failed. You do not sense when creatures succeed on saves against effect and area spells.While a creature that fails a targeted save may not be aware of it even after the spells duration has lapsed I think with most GMs it is going to depend on the spell and its effect whether or not someone has a chance (and what sort of chance it might be) to realize they had been under a spells effect and what that spell may have been as well as a whole lot of other things like their knowledge of such things, experience level, input from trusted friends and other sources etc.. Generally, however, while the spell is in effect my personal feeling is the creature will tend to be oblivious to the effect and tend to discount they have been effected even if friends point out why they think the target is effected/behaving oddly etc.. That's why it's called "failing". Also if it is an Illusion there's this:
A failed saving throw indicates that a character fails to notice something is amiss. A character faced with proof that an illusion isn't real needs no saving throw. If any viewer successfully disbelieves an illusion and communicates this fact to others, each such viewer gains a saving throw with a +4 bonus.
Paladin of Baha-who? wrote:
Why can't the incorporeal undead, once they realize they can't hurt the PCs, retreat into a solid object and follow them until the ward's duration has expired?
Short answer: Absolutely no reason, nothing to keep them from doing exactly that. On the other hand, Wraiths, as one example, while plenty smart enough to learn, do not possess the skills of Spellcraft or Arcana so maybe they don't out of lack of knowledge. Maybe they do for 5 or 10 minutes then testing and get the same results but 'suffer' through some readied actions before deciding this isn't working in the process. And technically if under total cover within the walls or what ever they can't actually see the PC's to know where they are going ... and peeking leaves them vulnerable to PC actions (Unless they happen to possess Lifesense, which personal is extremely tempting to give many if not all undead but again isn't RAW or even RAI).
Yeah Adaptive is liable to render dropping his strength moot but only the OP knows if he currently has the ability, likely as it may be. If he doesn't then a caster using an Ray of Enfeeblement (Empowered even) works to both give the player a reason to chose the upgrade over something he might other wise go for and it will along with other tricks mentioned above reduce his potency without neutering him. And if you really want to go for it hit him with a "specialist" who uses both Ray or Enfeeblement and Ray of Gracelessness plus some other debuffing Ray spells.
The mention of kobold or other small critter warrens above --> I'll point out it isn't just squeezing per se but how do you even stand upright to fire a composite bow if you are reduced to crawling on hands and knees. Of course that will tend to be a group wide issue as much as an archer issue ... hard to swing a Great Axe or Great Sword in those circumstances as well though it might let the crossbow using character shine a bit.
I think there are many excellent ideas already in this thread. Mix and match them to create a variety of responses and to keep any single tactic from getting overused (or at least feeling that way).
Given you are a veteran GM with a veteran player running the archer I'd feel inclined to throw a couple surprises his way and the group for that matter. Makes the veterans stop and go "oh oh" and gets the newbies used to the idea that things aren't always going to be "by and from 'the book'", a good precedent to establish I feel.
Run into a caster who uses a variant Ray of Enfeeblement, a "Ray of Clumsiness" if you will, that instead of applying strength penalties deals dexterity penalties.
Similarly invent a variant undead Shadow that deals Dex damage rather than Str.
Ray of Exhaustion, Waves of Fatigue, Waves of Exhaustion all apply Str and Dex penalties (via the creating condition of either Fatigue or Exhaustion respectively).
To all those suggesting or thinking of hammering the archer with Fickle Winds be aware the first thing my Loremaster would due if he had that Ranger as a companion who was getting regularly neutered by Fickle Winds would be to start having a Heightened Fickle Winds memorized to use on the group ... This spell has no effect within the area of a higher-level wind or weather spell. Not to mention a Ring of Counterspells which my Archer type would've made a high priority if such spells regularly caused me difficulties.
So I know it's possible to go above a +5 enhancement bonus with epic weapons and various abilities and spells (Bane and Scabbard of Vigor come to mind), but what's the highest weapon enhancement possible?
Not entirely sure what you are asking, though it appears given responses that perhaps I'm being particularly dense.
+5 is the limit for straight up to hit and damage,
Both carry the exact same caveat that those numbers are assuming non-Epic or similar play.
With Epic there is no upper limit except what is decided by the GM and the campaign.
Let's see for my Loremaster I'd usually have the following (a 3.5 character), sticking to the PHB (outside of Elminster's Evasion) and going off 8+ yr old memories. There's a number of other spells around that either aren't arcane or didn't exist when he was an active character.
Permanency - Arcane Sight, See Invisibility, Darkvision
Depending on circumstances:
He also typically had a Limited Wish memorized plus access to one or more Limited Wishes on scrolls for quick access to just about any spell of the proper levels (for use with Limited Wish) that he had ever seen or heard of and he suddenly found it required.
While the DC may in fact be low (on the one character I did have it on it wasn't what I'd call insanely hard, but it wasn't particularly low either which might have had something to do with his Wisdom/cleric levels ;)). Equally likely that unless used against only arcane casters the foes good Fort save will be as much a contributor as a low DC.
Charon's Little Helper wrote:
Plus there was nothing keeping the count from using a torch.
Except, of course, the Count himself wouldn't stoop to such uncouth and uncivilized behavior at least at that point. Now some other *lesser* vampire might not be so inclined. Or the players might find themselves in what amounts to a self inflicted golden cage/prison with the vampire waiting outside to pounce when the leave their safe haven.
All the above ...
And I don't know about others in this thread but feel free to (in fact I'd encourage it) to alter creatures from their Bestiary entries particularly if you feel it adds to the story or the players (but not characters) are familiar with the creature.
As for the bit about Dresden residential strength no reason you couldn't create such variance by allowing the vampire a save, setting the DC from essentially impossible for a multi-generational home to fairly easy for a long term rental within an otherwise public establishment etc..
(was ruled no relfex save possible since the dragon was so big no way he could avoid the blades - maybe thats the error here by the DM)
Nope, not maybe ... that's definitely an error.
I think by now it should be clear that regardless of the size of the creature it gets a Reflex save ... the DM is making his own problem by ruling otherwise. And as someone else has pointed out the logic he is using with his houserule is going to get him in trouble with any wall spell the caster might use nevermind the logic being extended to all sorts of other spells >>> He's big so how is he going to dodge any blast spell that would otherwise allow a Reflex save ... because that's not the intent or design of the game, the game is designing and balanced around the assumption that it is almost impossible, if not actually impossible, to be denied a saving throw.
If your DM stopped to think about it the dragon is worse off than if he deliberately moved through the wall ... by the spells text he clearly gets one if he were to do so
Any creature passing through the wall takes 1d6 points of damage per caster level (maximum 15d6), with a Reflex save for half damage.
Not any creature size Med or smaller or something similar.
He needs to rethink his house ruling or he is going to have to deal with far worse down the road.
It almost has to be a 'shell'. If the 'globe' was solid it would make it very difficult (i.e. impossible) for the caster (or anyone else) to see anything at all while inside the globe. As is I've always run it as anyone inside the Sphere could clearly see everything within the Sphere but their vision (including the casters) was blocked by the 'opaque' surface of the Sphere regardless of which side they were looking at (inner vs outer).
Curious, since I've never seen or heard of it ever being done, but has anyone ever cast the Sphere to enclose not only the caster but foes so as to trap them ... particular if you are in the camp of not be able to pass through even if one makes the saves. The caster survives for 3 rounds ( 1 round to caster Prismatic Sphere and 2 more rounds to make it Permanent) and he has one heck of a prison for any non-caster inside with him if, in fact, you can't make the saves to pass through the Sphere.
Yep that is definitely not using the amulet as intended and being a bit creative with the english language vs game language.
Edit: The biggie that will slow him down and reduce his willingness to employ the trick is number 2 above.
I don't see where the Sphere blocks Astral travel and I don't see where it says the Sphere extends into the Astral Plane. I agree using a lower level spell like Teleport to circumvent the Sphere is kind of broken, but the rules are silent on that.
Nothing specifically states so in a clear manner.But it's a 9th level abjuration spell clearly meant (RAI) to provide a very secure, difficult to penetrate area, the caster can retreat into or bunker down within ... and having something such as a 3rd level spell (Blink) penetrate the sphere (never mind Teleport and higher spells) without repercussions (making a series of 7 saves) seems very contrary to this intent if not clearly specified in the spell's text.
I've always played and run it as Malachi has described and only recently seen threads here that made me aware of a relatively significant (and not the least bit unreasonable) variation in interpretation of the spell(s)
My inclination would be to disallow movement via spells and only allow physical movement in any attempt to pass through the barrier. Fly, Walk, Crawl, Climb, etc., but not Dim Door, Ethereal Jaunt, Shadow Jump, Blink and the like.
But yes expect some serious table variation until such time as the use of high level spells becomes prevalent in PFS and similar environments (which is to say likely never).
A Permanent Telepathic Bond costs 12,500 per casting. So for 37,500gp our hypothetical wizard can be mentally linked to 3 other companions so now our ambushers need to not only prevent dimensional travel (Teleportation, Ethereal spells etc.) but somehow block telepathic communication or it may again get rapidly sticky for our 10th level party. Only antimagic, dead or wild magic areas really stop telepathic communication that I know of (or perhaps a clever Wish, Miracle or Limited Wish type magics) For about twice this cost all 4 companions may be linked to each other allowing any of the 4 to communicate with any one else in the group.
Forgotten Realms also had "Elminster's Evasion" a form of Contingency allowing up to 6 triggering conditions. Likewise, far as I recall, it was a personal spell.
So, to reiterate, what are the odds the wizard has a relevant skill that can survive the encounter with the Very Lucky Assassin group?
Things that would help keep my Loremaster upright1) His Permanent Telepathic Bond - Very quickly a roughly 17th level and not so naked Eldritch Knight is going to appear ... unless I've gone total wacked and I'm taking my bath is some random pond in the middle of nowhere (i.e. I'm assuming the EK is going to know fairly quickly with minimal discussion where I have been caught with my Robes missing). She might bring friends if our Assassins have suddenly become very unlucky. Friends otherwise known as his adventuring companions. As someone pointed out upthread high level characters have high level friends.
2) In addition to the likelyhood of not having burned all his memorized spells he has multiple offensive SLA's.
3) All those Extended hour/level buffs he tends to cast. And yes usually the melee companions would also be benefiting from said buffs (and or cast their own).