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"We don't fly, and we don't let anyone else either."
-Unofficial moto of the Russian Antiaircraft Corps.
Now my idea here was to make a sorcerer for a mid-level party, that specializes as an anticaster - dispel magic, greater dispel magic and secondary specialization as party support. I, however, am not usually a caster player, so I come to you for help.
What would be the best way to achieve a caster that just doesn't let other magic users do nothing? Starting with readied magic missiles/burning hands? A sorcerer is practically necessary, because not every encounter will be with casters, but I'm open to suggestions.
A sample build from 1-10 will be greatly appreciated.
Help me build the Anti-Arcane Forces!
Thanks.

FuelDrop |

I believe you'd be better off with a counterspell school wizard focused on using readied actions to counterspell enemy casters. It gives you improved counterspell as a bonus feat at 6th level and gives you 1+1 per 4 levels beyond 6th immediate action counterspells per day. Tag with spectral hand and its disruption lets you lock down enemy spellcasters quite effectively.
You also get the standard abjurer variable energy resistance for when your counterspelling isn't quite as effective as you'd like it to be.

FuelDrop |

As to race... I'd suggest Drow if you can swing it, Elf if you can't. Drow have spell resistance and a nice set of immunities and resistances that they share with elves in case something gets through, and both can use their favored class bonus to get extra uses of the disruption power. Elves don't get spell resistance but counter with higher int.
Dispel magic is of course your spell of choice, with spells like globe of invulnerability, magic circle against alignment, and other similar defenses being your bread and butter. I believe there's also a few spells that inflict your enemies with spell blights, and while you've got that spectral hand up and about for laying down disruptions a few touch of idiocies and bestow curses should help out too.

FuelDrop |

That's where Disruption comes in. once you tag the enemy wizard with it they've got to make a concentration check of 15 + 2x spells level in addition to any other concentration checks they have to make for all spells they cast for the next 1/2 level rounds. At 10th level (the OP's suggestion) that's 5 rounds for 1 standard action, not a bad trade. Follow that up with a debuff against the caster's primary stat and they're pretty much out of the fight.

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I see. I don't think drow is going to be an option, but an elf is the next best thing. Especially with the bonus for more disruption. Will try to build and test that.
Another question, is something other than a counter spell wizard viable at that? Or is just the combination of the school, alternative bonus and general wizardiness that makes it THE choice for counter spelling?

bfobar |
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I'm brainstorming a bit on what else you could do to ruin a caster's day.
If you went arcane archer, you could get the ability to imbue an arrow with antimagic field and shoot it at a caster. That basically makes them a commoner but you need a strong fighter type in the party to go beat on them afterwards.
An improved familiar with a wand could give you the ability to use readied actions to disrupt casting without having to waste your own actions. A wand of silence might serve well. Lightning bolt would be precise for doing some damage without blowing up your party in melee.
For a second level spell, I think frost fall is a good anti caster spell. It targets fortitude, gives automatic damage, and failing the save makes the victim staggered so a caster either has to eat damage and probably lose their spell, or waste their turn on a single move action to get out of the effect.
Chain of perdition and black tentacles give you some anti caster maneuvers at a distance that also invoke concentration checks.
Elemental Aura on your familiar and go park your familiar near a caster.
And globe of invulnerability has a 10 ft radius allowing you to shield your whole party.
Earth elementals using earth glide and then grapple are pretty effective, so having summon monster is probably smart.
Parry spell is a 15th level feat from the APG.
The destructive dispel feat (lvl 11) gives you a stun or stagger on any dispel magic you cast successfully.

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I'm thinking that effects like the Rage spell would be really beneficial. I feel like most of what you're going for is debuffing targeting mages.
Most of that stuff is enchantment and necromancy school.
It's a lot of save or suck, but if you boost your DC's with feats like spell focus and metamagic it should be good.
I feel like the Rage spell is actually really good for disarming mages, because it doesn't allow them to cast spells, they aren't getting alot of bonuses from the strength, and they get a debuff to their AC. And on the fly it's a small buff for your bsf

Remy Balster |

Magical Lineage - Flaming Sphere.
Disrupting spell metamagic. Applied to Flaming Sphere. (Still uses a 2nd level slot)
Readied action - Cast Magic Missile (or whatever other damage spell you like, for added fun, add disruptive here too for yet another concentration check)
For an enemy to manage a spell casting, while you move action - sphere/standard action -ready MM them... they'd have to make two concentration checks. The first being (12 + stat + spell level) and the other being (10 + MM damage + spell level)
All the while, you're demolishing their HP.
Then pick whatever other anti-magic stuff you like from there on. This tactic goes online fully at level 3 wiz or 4 sorc.
It can be pulled off by other spells too. Any persisting spell that requires a move action to direct, plus any standard action cast. This nets up to three concentration checks.
If you feel like getting crazy, you could also use damage over time spells, these concentration DCs are lower... but you could generate so many concentration checks it'd be nigh impossible to ever cast this way.
These options are far superior to counterspelling. They do stuff + stop casts, and more reliably stop casts too.

redward |

I believe you'd be better off with a counterspell school wizard focused on using readied actions to counterspell enemy casters. It gives you improved counterspell as a bonus feat at 6th level and gives you 1+1 per 4 levels beyond 6th immediate action counterspells per day. Tag with spectral hand and its disruption lets you lock down enemy spellcasters quite effectively.
You also get the standard abjurer variable energy resistance for when your counterspelling isn't quite as effective as you'd like it to be.
Can you deliver a Supernatural ability (Disruption) using Spectral Hand?

Claxon |

Needs more Spell Sunder Barbarians and Fighters with Step Up, Following Step, and Disruptive.
Also, as Corvino mentioned, a sorcerer with Feeblemind can shutdown any arcane caster pretty well. Strangely enough, it also works to stop wisdom based caster (usually divine) as the spell just outright says you can't cast spells. However, it doesn't give the penalty to the save for divine casters as it does for arcane.
Also, casting Silence on your Fighter and having him run at the spell caster can work pretty well, especially with Following Step.

andreww |
If you feel like getting crazy, you could also use damage over time spells, these concentration DCs are lower... but you could generate so many concentration checks it'd be nigh impossible to ever cast this way.
These options are far superior to counterspelling. They do stuff + stop casts, and more reliably stop casts too.
Counterspelling is not a great option but honestly neither is faffing about imposing fairly low concentration checks. You are far better off imposing a condition which just flat out prevents them from acting than doing stuff like this. Stinking Cloud or Blindness act as great fortitude effects, dazing attached to anything with a reflex save is great, black tentacles will shut many casters down around the level you get it, even a simple create pit can take them out of things for a bit (this one is particularly amusing against clerics who tend to have few means of flight, rubbish reflex saves and no skill points for climb).

andreww |
Personally I still think the Anti-Magic Field shooting Arcane Archer is the best shut down to casters. Can drop a AMF from outside the wizards range AND still have Full BAB+Combat Feats to be able to pelt the wizard to death with arrows before he can even do anything.
This works great in the middle levels but as soon as you hit 17/18 you may start coming across Aroden's Spellbane. I know it is a spell I would be extremely tempted to take as my first 9th as a sorcerer, even over time stop, gate, wish or shapechange if paragon surge is not available.

insaneogeddon |
A bombing alchemist can stagger, confuse, entangle, stick to ground, dispel, knock prone and do on going damage etc etc so basically shut down any caster!
Lunar oracle gets a rage touch power AND a free grappling buddy!
Any oraclerules though:
a DESTRUCTIVE DISPEL + summoned grappler and quickened silence never mind a dazing spiritual weapon (that staggers if wind oracle or spellscars with spell scar oracle and arcane heritage (chr based!!) feats for a familiar or animal(grappler)companion.

K177Y C47 |

K177Y C47 wrote:Personally I still think the Anti-Magic Field shooting Arcane Archer is the best shut down to casters. Can drop a AMF from outside the wizards range AND still have Full BAB+Combat Feats to be able to pelt the wizard to death with arrows before he can even do anything.This works great in the middle levels but as soon as you hit 17/18 you may start coming across Aroden's Spellbane. I know it is a spell I would be extremely tempted to take as my first 9th as a sorcerer, even over time stop, gate, wish or shapechange if paragon surge is not available.
But no one plays at that level. Also, at that level, you still have your Arrow of Slaying to take out Arcane Casters. You can also drop many other spells to screw with casters (any area spell [pretty much anything that is not a single target]). Additionally, you are still pretty much a full martial, so you can really lay on the hurt on a person while pelting them with spells.
Additionally, with abilities like Phase Arrow, you can use Stone shape to make a wall to block their view and then use Phase Arrow with Arrow of Slaying or Imbue arrow to lay hurt on a caster while being safely out of distance.

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If you are looking for wizard, then with lower-level spell slots use Snowball and Magic Missile to disarm, as SB will do a nice helping of damage[up to 5d6] to force a concentration check, and a distraction check[1's happen], and a save v. stagger[which could end the turn], and MM will do damage and depending on choices, possibly knock down the target forcing free checks with auto-hit. You probably want Flaming Spheres in 2nd level slots, as they allow you to ready actions to move them into caster squares when they cast so you can do a fair amount of damage. 3rd and up Dispel Magic and similar come into play.
If you are looking for a wizard-type, the ACG Arcanist has an ability that helps you use the counterspell action without having the spell "prepared", along with massive versatility [prepare spells known], and a few more cool abilities.
If you are looking for just any caster who does anti-caster tactics, then a spellcaster12/Arcane Archer2+ or a more balanced level progression with martial mixed in lets you shoot arrows of Antimagic Field, in addition to save-for-half evocation spells[like Fireball] through your bow, so a readied action Antimagic or Fireball will ruin the caster's day.

K177Y C47 |

If you are looking for wizard, then with lower-level spell slots use Snowball and Magic Missile to disarm, as SB will do a nice helping of damage[up to 5d6] to force a concentration check, and a distraction check[1's happen], and a save v. stagger[which could end the turn], and MM will do damage and depending on choices, possibly knock down the target forcing free checks with auto-hit. You probably want Flaming Spheres in 2nd level slots, as they allow you to ready actions to move them into caster squares when they cast so you can do a fair amount of damage. 3rd and up Dispel Magic and similar come into play.
If you are looking for a wizard-type, the ACG Arcanist has an ability that helps you use the counterspell action without having the spell "prepared", along with massive versatility [prepare spells known], and a few more cool abilities.
If you are looking for just any caster who does anti-caster tactics, then a spellcaster12/Arcane Archer2+ or a more balanced level progression with martial mixed in lets you shoot arrows of Antimagic Field, in addition to save-for-half evocation spells[like Fireball] through your bow, so a readied action Antimagic or Fireball will ruin the caster's day.
Wizard 1/Fighter 1/EK 5/AA 2
That gives you the most optimal mix of Full-1 BAB and spell casting.

Buri |

You could also check out the Spellscar oracle mystery.
You should actually stay away from it. It has some nice features for an antimagic feel but the Spellscar is actually about primal magic and not dispelling. The counterspell school is probably your best bet. You don't get features as obvious as, say, the spellscar, but it's more flexible and won't leave you mechanically constrained to just dispelling/counterspelling. Resist the temptation to see the su's and get caught up in them not being subject to spell resistance. A well built wizard, especially an elf, can deal with spell resistance easily.

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I will check the arcanist, since I wasn't looking so much to 'prevent casting in the best way possible' but rather 'counter everything'. The full BAB idea is good, but I'd be tempted to go more martial and go against the original idea. However, the antimagic field on an AA is pretty close to the concept.
Is the arcanist a prepared caster? If so, does he have more features than 'cast spell and then do it again' as wizards do?

Phntm888 |
The Arcanist hybridizes Wizard and Sorcerer casting. You prepare spells everyday, as a Wizard, but once you prepare a spell for the day, you can cast it as many times as you have spells per day remaining. Your spells per day will follow Sorcerer casting progression, but are based off of your intelligence.
The Arcanist also has an arcane pool that has a number of arcane points equal to your level or level x 2. He can spend those points to power abilites that he chooses as part of his class features (kind of like Rogue talents, but magic based). Included are a counterspelling ability (mentioned above), and the ability to "disassemble" magical effects and absorb the energy to replenish said arcane pool. You can also choose to be able to drain magic items, so you can drain the power out of items you find that no one really wants. DCs for these abilities are based off your charisma.