Defensive Spells

Defensive spells provide protection from specific or general types of attacks in the following ways:

· By acting as a shield or barrier (protection from normal missiles)

· By decreasing an opponent's attack capability (slow)

· By giving temporary immunity (stoneskin)

· By removing the subject from a dangerous situation (teleport)

· By sending away the opponent (dismissal)

· By reducing the amount of damage suffered (armor)

The school of abjuration offers the greatest variety of Defensive spells, but Defensive spells are also available in every other school. Some particularly effective Defensive spells are offered in the schools of alteration (gaze reflection and wraithform), enchantment/charm (sleep and hold person), and illusion (hypnotic pattern and mislead).

Spells in the Defensive 1 category are typically cast on the wizard or on his companions to provide direct protection from attacks; globe of invulnerability, invisibility, and protection from evil are examples of Defensive 1 spells. Spells in the Defensive 2 category are typically cast on one or more opponents to hinder their ability to attack or prevent them from attacking altogether; fumble, ray of enfeeblement, and binding are examples of Defensive 2 spells.

In general, Defensive 2 spells offer more protection than Defensive 1 spells, since they effectively protect the entire party. For instance, a wizard protecting himself with the Defensive 1 globe of invulnerability spell may be safe from an attacking opponent, but the opponent is free to attack the wizard's companions. However, an opponent affected by the Defensive 2 sleep spell cannot attack anybody in the party.

Following are some general situations in which a wizard will find Defensive spells particularly useful:

The party has only a few members or has only low-level members. The wizard's inability to use armor is his most vulnerable characteristic. A wizard must either count on his companions for protection or provide it for himself. In small parties, there probably are not enough members to provide bodyguards for the wizard. A small party will also have their hands full in combat situations, and probably will not have the time or the resources to look after a wizard. Likewise, a party of low-level characters lacking high-quality armor or other protective devices may have to depend on their wizard to provide protection for them.

The party has taken an excessive amount of damage. A party that has lost a lot of hit points is not in a position to take chances, especially if they anticipate trouble. A wizard armed with Defensive spells can help the party through any tough times ahead.

The party includes other player character wizards who lack Defensive spells. If the party does not know what type of dangers it may face, a good idea is to have as many different types of spells available as possible. It is helpful if the wizard arms himself with a healthy supply of Defensive spells if his fellow magic-using companions do not have them or choose not to use them.

The wizard anticipates being alone. If the wizard expects to be alone on guard duty or investigating a dangerous locale by himself, operating as a spy, or otherwise functioning without the company of others, he is safest with a supply of Defensive spells to compensate for his lack of armor.

The party anticipates encountering a specific type of enemy. Many Defensive spells offer protection against a specific type of attack. If the party believes it will be encountering a particular type of opponent, the wizard should arm himself accordingly. (For instance, if the party anticipates encountering an evil wizard, Defensive spells such as dispel magic and Serten's spell immunity would be wise choices.)

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