Step 1: Say the first line Say the line, "I’m going on a picnic, and I’m going to bring," and then add something that begins with the letter A, such as ants: "I’m going on a picnic, and I’m going to bring ants.".
#HOW TO PLAY MIND MAGIC GAME FREE#
150, uncommon, attunement) will prevent scrying.Ī Ring of Free Action (DMG 191, rare, attunement) will prevent you from being paralyzed (or restrained or having your speed set to 0). Defense against other harmful effectsĪn Amulet of Proof Against Detection and Location (DMG p. That should give you +6 or +7 (if your Wisdom score was odd) to your save. 168) will allow you to become proficient in a save (and add +1 to that ability). The Bless spell (PHB 219, 1st-level spell, 1 min, concentration) will give the targets +1d4 on attacks and saves. Maybe you could seek out a magic item which has Protection from Evil as a constant effect. It would not be unusual for a holy artifact to grant such protection to its wielder.
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270, 1st-level spell, 10 min, concentration) will prevent you from being charmed or possessed by an evil creature. The Protection from Evil and Good spell (PHB p. Other readers may find them helpful though. These options are good options too, but are not items. This staff can also cast Protection from Evil for you.
#HOW TO PLAY MIND MAGIC GAME FULL#
203, legendary, attunement by a full arcane caster) would let you absorb some spells. 201, rare, attunement by full caster) can let you turn a failed save vs enchantment into a success once a day, but you would need to multiclass to attune to it. This might not apply to non-necromancy spells though. 199, legendary, attunement) gives you advantage on saving throws vs some spells/effects, but also lets you spend a charge to turn a fail vs undead spell/effect into a success. 193, legendary, attunement) can reflect a spell if you roll a 20 on your save.Ī Scarab of Protection (DMG p.
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205, uncommon, attunement) increases saves and abilites by +1.Ī Ring of Spell Turning (DMG p. 159, uncommon, attunement) gives +1 to AC and saves. mind control with a +2 Wisdom save are also of interest (this includes suicide and trying to reincarnate as something with better odds).ĭefense against being charmed/controlled/dominatedĪ Cloak of Protection (DMG p. With that in mind, are there any magic items that provide persistent long-term protection against mind control or a means to provide static boosts to Wisdom saves? Alternative means to increasing the likelihood of making a DC24+ save vs. It should be noted that to simplify the maths associated with reincarnation, the new form loses the old racial features and gains the new ones, but we don't change the ability scores.
![how to play mind magic game how to play mind magic game](https://i.ytimg.com/vi/8aVEFADZ6bU/mqdefault.jpg)
Furthermore, our house rule means that my Barbarian's zealot revival feature extends to reincarnation spells. We have access to just about any magic item. Our party consists of a Zealot Barbarian, Storm Sorcerer, Thief Rogue, Divination Wizard, Light Cleric, and a Shepherd Druid. When we are expressly lich-hunting, we can prep and thus cast mind blank, but sometimes we are the victims of attempted Scry and Die style tactics. Advantage on saves is not an issue, but there still needs to be a possibility for success for that to matter. Unfortunately, my Barbarian's Wisdom save is only +2, so there's no way for me to make the save. In the game, we are hunting liches and twice now the character has been mind-controlled, much to the detriment of our group's cleric.īecause of the high-powered nature of the game, we are regularly confronted with save DCs of 24 (or higher). 11) and I intend to take him to level 20. My character is a 17th-level Zealot Barbarian ( Xanathar's Guide to Everything, p. We are playing a very overpowered game (which is perhaps at the level of rocket tag), but is a ton of fun.