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A question about dispelling illusions and protections

As the title say, i am a bit confused about all of this.

1- First of all, what are usually the spells used to make a mage unable to be targeted by spells?

I know only Invisibility, Improved invisibility and Shadow door. Mislead works in a similar way? Are there any other similar spells?


2- Second question. How can i dispel the spells i mentioned in question 1 ?

I can think only of True Sight, but sometimes in combat even if i use True Sight, my mage can't target a enemy mage with spells. Meaning that something i'm doing is wrong.


3- What's the point of Spell Trap if Spellstrike dispel it?

Isn't better Spell Turning? This way you don't waste a level 9 spell (Spell trap) that will be dispelled by Spellstrike in the same way as for Spell Turning (level 7).

Spell Trap more or less is similar to Spell Turning, so i think it's better use the slot for a Time Stop, for example.


4- So, a pratical example. If you are a mage and face another mage or warrior, what spell will you use to protect you or make you unable to be targeted by enemy spells?

And the opposite, what should your mage do to defeat a mage that protect himself with mislead, spell trap, etc etc... ?

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Thank you. I beated the game more than two times on core rules, without knowing any of these things. Meaning that the best i can do is casting True Sight, Pierce Shield and hope that i can dispel enemy defenses.

Yes, i am resourceful so i founded other ways in order to win without cheating, and it took me some times to create some good strategyes.

But now as now, i would loose even on easy if i try a solo mage run.

Comments

  • the_sexteinthe_sextein Member Posts: 711
    edited January 2015
    Other than true sight you can cast detect invisibility or invisibility purge which are second level spells. If you have a thief you can put points in illusion detection and it will do the same thing. Glitterdust will expose invisible targets and also cause a -4 penalty to the enemy saving throws, attack roles, and armor class. Detect illusion is a 3rd level spell that you can use.

    Oracle should also take care of things at higher levels. Once they are no longer invisible you can cast dispel and remove magic which are both 3rd level spells. After that you could start to remove higher level protections with spell thrust, pierce magic, warding whip, Breach and ruby ray of reversal. Secret word can help you out at earlier levels and spell strike at the highest levels.

    Dispel works on percentages based on how high of a level you and your enemies are. You may need to spam dispel at times. Not a bad idea to use dispel with a sequencer for some battles.

    the 5th level spell, Lower resistances can also be used to help your mages get some magical damage in. Greater malison can be used to lower enemy saving throws so that crippling spells will work to maximum effect. Spells like power word stun can end a fight in no time especially if you are using a group of people that are effected by improved haste.

    As for protection it depends on what level you are. Spirit armor with stone skin and mirror image are standards but you can also cast blur which will only last for a little while but can make a big difference. Protection from magical weapons and minor globe of invulnerability also come to mind as spells that I use regularly. If you have lots of melee attackers then fireshield red and blue can be effective. Improved invisibility can make a big difference as well. Other than that, you could throw in a spell shield or protection from magical energy. It just depends how much you want to pre-buff. I find that the first three spells I mentioned combined with improved invisibility will usually get the job done. Spell turning will throw spells back at your enemy which is nice but it doesn't work too well on high level mages because they spam a bunch of spells and use area effects.

    As you get higher level you should set up your sequencers, spell triggers, and contingencies with some of these protections. Add in a few choice summons with simulacrum and mislead and anything level 9... you will be all set.

    Each protection you cast will buy you time. Spell trap might only buy you one round if a high level mage has spell strike but spell strike is the highest protection breaker in the game so your enemy just wasted one of his biggest protection breakers on it and you are still not exposed. At the very least it has bought you another round without being exposed and wasted one of your enemies level 9 spells in the process.
    Post edited by the_sextein on
  • NoonNoon Member Posts: 203
    edited January 2015
    Masterteo said:


    I can think only of True Sight, but sometimes in combat even if i use True Sight, my mage can't target a enemy mage with spells. Meaning that something i'm doing is wrong.

    True sight is the best anti-illusion spell, mostly because it lasts several rounds and dispel any illusion in the range, whatever their spell level.
    The only reason i can imagine you to not be able to target an enemy after casting true sight, is that he fired a new contingency/spell trigger with a invisibility spell (and a lot of high level mages do it), so just wait for the next True sight tick to dispel it. And look for the enemy actions in the text bar to know what happens exactly.
  • the_sexteinthe_sextein Member Posts: 711
    True, I noticed with SCS mages tend to re-enable a bunch of effects multiple times a fight. I don't know if it's a spell trigger/sequencer or an out right cheat but sometimes I find the only way to kill them is to hit them with true sight multiple dispels and pierce magic all at once while focusing all melee attacks on a single mage. It seems like it all needs to go down in round or two before they push another load of protections up. You will easily run out of spells if you don't hit them hard and fast by focusing all attention on one caster at a time.

    While true sight might be the highest level spell you can use it helps to have a variety of lower level spells on hand that can bring a mage out of invisibility in case you are dealing with multiple mages with a persistent level of protections.
  • NamaNama Member Posts: 2
    edited January 2015
    Masterteo said:

    As the title say, i am a bit confused about all of this.

    1- First of all, what are usually the spells used to make a mage unable to be targeted by spells?

    I know only Invisibility, Improved invisibility and Shadow door. Mislead works in a similar way? Are there any other similar spells?


    I haven't try this for years but Quickslot items (Wand of spell striking, scroll of protection from magic) can target improved invisible units. This is useful against say draconis since he uses protection from Abjuration or divination (Dispel magic / true sight)

    EDIT: Never use up your wand charges: Have a simulcrum or project imaged party member cast it instead
  • lunarlunar Member Posts: 3,460
    Or summon up a planetar if you can. They see invisible and can attack invisible foes, and can cast spells on them as well! Their swords have a dispel effect and vorpal effect attached. Improved haste them and they will shred most anything in the game.
  • JuliusBorisovJuliusBorisov Member, Administrator, Moderator, Developer Posts: 22,760
    Masterteo said:

    As the title say, i am a bit confused about all of this.

    1- First of all, what are usually the spells used to make a mage unable to be targeted by spells?

    I know only Invisibility, Improved invisibility and Shadow door. Mislead works in a similar way? Are there any other similar spells?

    Always cast Spell Immunity: Abjuration and Spell Immunity: Divination in order not to lose your invisibility spells! Remove magic and True Sight casted by enemy mage in the SCS game can quickly take your buffs off.
  • DJKajuruDJKajuru Member Posts: 3,300


    1- Invisibility, Improved invisibility , Shadow door, Mislead, Project Image, Mass Invisibility and Simulacrum.

    2- Dispel Magic , See Illusions (dispels illusions up to level 3) , Oracle (dispels illusions up to level 5) , True Sight (Dispels all illusions). If enemy previously casts spell immunity: abjuration, then you won't be able to dispel it as long as the spell is active. In that case , use area spells.

    3- I agree that certain spells are more useful by enemies than by pcs , by I remember than only 1% of the enemy mages actually get to use spell strike (or even spell trap) . I don't know if SCS2 changes that , though.

    Spell turning is indeed cooler than spell trap.Oh, and I must congratulate you : By the time you realise how to use lower level spells during high level battles, it means you've become a better tactician.

    4-Well, it really depends. I would rather go invisible (lower level spell) and retreat before casting spells, or even cast mirror image/stoneskin/protection from normal or magic weapons. That is, my tactic is usually be invulnerable or not be seen at all .

    As for the opposite, I would use area spells such as cloudkill , chaos or sunfire (usually over 5th level, because enemy mages are usually protected from anything lower than that) . If you manage to retreat from combat , using summons (monster summoning as fodder, and elementals as actual tanks) is also effective.



  • the_sexteinthe_sextein Member Posts: 711
    edited January 2015
    Dispel can be cast in the general area of a caster and doesn't require that they be visible. It doesn't hurt to cast spell shield in combination with spell immunity and then the usual.... improved invisibility, stone skin, mirror image and spirit armor. The spell shield will absorb a dispel and the spell immunity will absorb any attempts to hit you with other spells or make you visible. Spell turning can frustrate the enemy even more. Playing as a character with thief abilities I find that spell shield will buy me enough time to go invisible again without loosing my mirror images and stoneskins. It just makes the spell battle last longer and uses up more of the enemies spells while giving me more time to melee characters to pieces.


    I agree with DJKajuro that you should spam the area with area effect spells if an enemy mage tries to do the above against you. None of these protections protect against area effect. You can cast protection from magical energy and protection from the elements to cut off some of the effects of most area spells though.
    Post edited by the_sextein on
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