| Mathius |
I am a 10 level cleric and these do gooders are just wreaking the place. I got some of my buffs up before the got to temple I must defend and this is one of them. What do I want to not happen to me. I already have the shield spell and protection from fire so I that removes many of spells from the list of choices but what do I choose. The only thing I know for sure is that they have a blaster that likes fire and druid.
As I DM I know what the best spell would be but I do not want to just pick a spell that party use regularly when this guy has no way to know that info. Give me your best guesses.
GeneticDrift
|
Disintegrate is a good one if you have a low Fort save. Don't want to get hit with that one at the wrong time.
spell immunity only works for up to lvl 4 spells and spells that allow SR.
The warded creature is immune to the effects of one specified spell for every four levels you have. The spells must be of 4th level or lower. The warded creature effectively has unbeatable spell resistance regarding the specified spell or spells. Naturally, that immunity doesn't protect a creature from spells for which spell resistance doesn't apply. Spell immunity protects against spells, spell-like effects of magic items, and innate spell-like abilities of creatures. It does not protect against supernatural or extraordinary abilities, such as breath weapons or gaze attacks.
Only a particular spell can be protected against, not a certain domain or school of spells or a group of spells that are similar in effect. A creature can have only one spell immunity or greater spell immunity spell in effect on it at a time.
| Viscount K |
If you happen to have Augury prepared, now seems like a good time to employ it. Narrow your choices down to just a few probable options, then go figure out the weal or woe.
Also, to add to the list, if you're humanoid, watch out for Hold Person.
Dispel Magic is, sadly, immune to spell resistance, so it's out.