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What's the best way to bring a flying creature down to earth using non-blast spells or attacks? Just something that makes the flier unable to fly, but still able to defend itself.

In our last combat I used telekinesis to grapple a flyer and cause it to fall but that isn't going to be a tactic that I can rely heavily on since it's a concentration dependent spell.

For a little background, the wizard is level 9 and is a pure controller with no blasts at all. I let my party and summoned monsters do the killing. I just need a way to get flying creatures down to earth so my warrior and ranger minions can cut them into tiny ribbons.

Any other ideas?


Is it possible? I know you can choose to not hit a foe in melee or to fail a savings throw but is it possible to tank a dispel check on purpose?

Thanks for your time!


Party makeup (all level 9):

Conjuration Wizard - (me)Focusing on summoning and CC.

Oracle (Life) - Crazy healer and a great player, trying to tank a little.

Ranger (switch hitter) - Excellent ranged dps, trying to bump AC to tank a bit as well

Rogue/Fighter/Shadow Dancer - not very optimized but a crazy scout. Specializes in ranged combat options.

The campaign is at a point where we are able to branch off into multiple paths. The DM is allowing us to pick adventure "hotspots" one at a time to combat the forces of evil all over the world. Eventually this will build up into a climactic ending.

Dragons all over the world are awakening, once revered as gods they were forced into slumber by the last battle between good and evil. Now the cycle is beginning anew. We know of two dragons active in the world. Both are ancient wyrms, one is a bronze that's on our side and the other is a red that we know the lair location of (but haven't confronted because of obvious level disparity, also dragons aren't really meant to be fought in this campaign).

It's a great campaign really, and he's made it clear that we're being treated as powerful heroes instead of yet another set of adventurers that are out for fortune and glory.

I took Leadership at level 9 with the understanding that I'd get a small dragon as a cohort.I took leadership at 9 to get it out of the way, it was a dead feat level for me. I'm looking at obtaining the familiar at around level 11 or 12. Due to story I will be dropping my familiar in favor of the dragon. I'm also willing to give up a substantial boon from the king of the most powerful civilization in the land in order to obtain a reduction in the EL+8 formula.

The DM has proven himself more than willing to work with us in order to advance the story (which is one thing that makes the campaign so much fun) and is willing to give me the dragon cohort.

Please keep in mind that I don't want to have the cohort turn into a powerhouse, I'd simply like it to be beefy enough that it doesn't need to be coddled every combat. For story purposes a Young Brass would fit my character perfectly (as much as I'd love to have a large sized cohort for riding I'm willing to walk).

One of the other players in the group has indicated that the boon should be worth a -2 on the CR penalty and dropping my familiar would be worth another -2 to him if he were the DM. These numbers seem somewhat reasonable to me but I wanted to run them by everybody on the boards for opinions. Any other opinions would be welcome as well.

What do all of you think? Is my preferred cohort going to dominate the combat our party sees? How can I tone down the abilities to justify a medium sized (and admittedly fairly powerful) creature at level 11?