stuart haffenden wrote: I know it's only a little fun, but really, who cares? You are correct it is fun and I care only so much as I believe in what I say to be correct. ;-) I still have not heard what amazing spell battery the diviner is going to throw at the cleric. Anyone got anything? Wizard - 20th level diviner/Int 30.
Ravingdork wrote:
(1) Assuming that prep-time now includes lengthy divinations. (2) If someone knows you are a spy and that you are going to have a fight, wouldn't as a Wisdom 24+ character take some precautions?(3) See #2 (4) Still flat foot though, if he does lose. (5) So now we may have a level 20. (6) Why would he be less likely to make a mistake?
Ravingdork wrote: The wizard has the diviner specialization. Wizard wins. Every time. He'd simply be too prepared for the cleric...and he'll always go first. What? Diviners are not omnipotent, all powerful, access to everything casters. What if the cleric has mind blank up, misdirection - non-detection. What if he does go first, what shall he do? Since he had time to prep, did the cleric? As for divinations, are we assuming that the cleric can not cast similar spells?
Ulfskar wrote:
Two things for that - one - never repeat yourself unless someone is trying to write something down. Two - ask them nicely - away from the table if you need to, that you would very much appreciate them listening to your GM the table. I have in the past just stopped a game mid-stream, stepped to the side with someone and talked things out. It would not be so personal a thing, as long as you don't call them to the carpet in front of everyone. Cheers
Scipion del Ferro wrote: I'm pretty sure the wizard would. First thing to do would be cast Maze. Then ready everything you need to just destroy the cleric. Buffs, items, minions, traps, whatever. I just looked briefly through the clerics spell list and I don't believe they have any defenses for it. They could plane shift out of it, then back to the material plane, but they'll end up 5-500 miles away. You are assuming several things; SR does apply to this spell - second, you give both parties involved 10 minutes to prep spells it does nothing to the cleric but give him time to think in the maze. Third - the cleric could just cast a dimensional anchor on himself - fools the mage.
shea83 wrote:
Dimensional Anchor as a quickened spell.
Are people assuming that it is a straight cleric vs. wizard? Any prestige classes? Races allowed for this? I would have to give the core race, multi-prestige classed cleric the edge in this battle - one on one. 1) Clerics have fort or dies save spells that (3.5 pre-path) DC's are just silly. 2) Summoned creatures mean nothing in this fight, if either side has prep time. 3) Prep-time gives the cleric more of an advantage - time before battle always favors the defenders. 4) Also if combat is included, the cleric well have every advantage of armor/weapons and damage output. 5) I hear so much love for time-stop - that would be just another minor increase in the wizards prep-time. I would love to PvP someones mage design vs a priest design. What should be used to choose stats and magic items? What level? Races? Deities involved? Pathfinder? Or 'classic 3.5'. |