[RPG] How to protect theself from harm and wrack

clericdnd-3.5enecromancyspells

In one of my groups, there is an evil cleric. He constantly uses the 'harm' spell to greatly reduce the enemies hp (after several buffs and debuffs). The thing is, since he is playing with an evil cleric, and i'm with a good character (a cleric!), I'm concerned he might backstab me or the group, so i'd like to be prepared for anything.

Now, I know that one can counter it with spells like Antimagic Field, but I'd like to know if there's any other cheaper alternative/strategies. As a matter of fact, it'd be good to know if there are any strategies regarding countering necromancy spells in general, not just 'harm' and other 'inflict wound' type spells, since he constantly uses yet another powerful spell, 'wrack' (a 3rd-level spell which leaves the target defenseless for many rounds in case it fails a fortitude check).

It is also important to notice he's got a magic item: some sort of flying glove that can carry one of his spells, and use it's touch spells for him, a few times per day, from great distances.

we're both currently at the 11th level. my domains are protection, good and strength, and his are death and treachery.

How can I protect myself from his sudden and inevitable betrayal?

Best Answer

Persistent Death ward can protect you from harm. Persistent spell allows the spell to last all day, and Death ward makes you immune to, among other things, negative energy.

Find a very high level paladin or archivist and get an item enchanted with "Favor of the Martyr" (spell compendium) which explicitly protects against Wrack, and all of the status effects that wrack causes.

Unfortunately, these will do nothing against the modal cleric betrayal: "I sneak into his tent, cast hold person on his helpless, sleeping form, and continue onto the rest of the camp. Then I sacrifice them all to my deity." Have a chat out of game about whether PvP is OK, and what form of PvP is a) fun, and b) right for the group.

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