I think the current defensive options for mages are lacking.
Tweaking Existing Tools
Mage Armor
Conjuration (Sor/Wiz 1)
An invisible but tangible field of force surrounds the subject of a mage armor spell, providing a +4 armor bonus to AC.
Taking a look at the original description of the spell:
By means of this spell, the wizard creates a magical field of force that serves as if it were scale mail armor (AC 6). It is cumulative with Dexterity and, in the case of Fighter/Mages, with the shield bonus. The Armor spell does not hinder movement, and does not prevent spellcasting. It lasts until successfully dispelled or until the duration runs out.
Spells that emulate armor should get all the benefits of the emulated armor.
The Mage Armor spell by design offers an equivalent protection as a Scale Mail armor - which is a medium armor - thus it should also grant 1.5 * BAB PRR.
Stoneskin
Abjuration (Sor/Wiz 4)
The warded creature gains resistance to blows, cuts, stabs, and slashes.
I think this spell is busted beyond repair.
Damage numbers have grown so much that 10 DR means nothing these days.
Some possible fixes:
Option1: use % damage reduction
Reduce the damage by 10% (min 10), unless the attack can bypass adamantite DR
examples:
- character has 50 PRR and is hit by an attack dealing 50 base damage
stoneskin reduces damage by 10 (10% is 5, but min damage reduction is 10)
then PRR further reduces damage to ~27
remaining damage reduction reduced by 10
- character has 100 PRR and is hit by an attack dealing 300 base damage
stoneskin reduces damage by 30 (10% is 30)
then PRR further reduces damage to ~135
remaining damage reduction reduced by 30
- character has 150 PRR and is hit by an attack dealing 1000 base damage
stoneskin reduces damage by 100 (10% is 100)
then PRR further reduces damage to ~360
remaining damage reduction reduced by 100
Option2: return to the AD&D stoneskin rules
The first 1d4 + 1 attack/2 caster levels are ignored unless the attack can bypass adamantite DR
examples:
- CL 10 caster casts stoneskin -> the first 6-9 attacks are ignored
- CL 20 caster casts stoneskin -> the first 11-14 attacks are ignored
Introducing New Tools
Levitate
Transmutation (Sor/Wiz 2)
Levitate allows you to move yourself, another creature, or an object up and down as you wish (Space - Up; Shift - Down).
The spell cannot elevate you higher than the ceiling. Dispel magic will end the effect making the target fall.
Goal: to escape melee by being elevated.
Mirror Image
Illusion (Sor/Wiz 2)
Several illusory duplicates of you pop into being, making it difficult for enemies to know which target to attack.
The images disappear when hit and force the attacker to seek a new target.
Goal: when the enemy is killing your images he is not killing you.
Wind Wall
Evocation [Air] (Sor/Wiz 3)
An invisible vertical curtain of wind appears.
Arrows and bolts are deflected upward and miss, while any other normal ranged weapon passing through the wall has a 30% miss chance.
Goal: to protect the party from ranged attacks.
Wall of Force
Evocation [Force] (Sor/Wiz 5)
Creates an invisible wall of force, that blocks all incoming attacks.
The wall can only be destroyed by Disintegrate and Disjunction.
Goal: control the battle. Having a wall blocking all damage and restricting movement is useful.
Mislead
Illusion (Sor/Wiz 6)
You become invisible (greater invisibility - does not break), and at the same time, an illusory double of you appears.
The image will move randomly attracting enemy attention.
Goal: having a wandering image causing havoc on the battlefield while you are safe and hidden.
Spell Turning
Abjuration (Sor/Wiz 7)
Spells and spell-like effects targeted on you are turned back upon the original caster.
The spell can reflect 1d4+6 level of spells.
Goal: to protect against harmful spells. Enemies casting hold person on you and being held themselves is a great sight.
Forcecage
Evocation [Force] (Sor/Wiz 7)
Creates an invisible cubical prison composed of either bars of force or solid walls of force.
Goal: restrict enemy movements and killing them with ranged attacks and spells.
Prismatic Wall
Abjuration (Sor/Wiz 8)
Prismatic wall creates a vertical, opaque wall—a shimmering, multicolored plane of light that protects you from all forms of attack.
Goal: like wall of force, but better - any creature that tries to pass through is killed, turned to stone, goes insane, teleported to another plane and suffers massive damage.
Prismatic Sphere
Abjuration (Sor/Wiz 9)
You conjure up an immobile, opaque globe of shimmering, multicolored light that surrounds you and protects you from all forms of attack.
Goal: the ultimate defensive spell - protects the caster from all effects and any creature that tries to pass through is killed, turned to stone, goes insane, teleported to another plane and suffers massive damage.
Specialized Tools - Protection vs Extradimensional movement
Extradimensional movement abilities like
astral projection, blink, dimensional door, ethereal jaunt, etherealness, gate, maze, plane shift, shadow walk, teleport.. etc.
are widely used by Demons, Devils and Reapers alike.
These abilities are dangerous to mages, since the hostile creature can traverse the distance instantly and possibly one-shot the mage.
To combat creatures with these terrifying abilities mages have developed the following spells:
Dimensional Anchor
Abjuration (Sor/Wiz 4)
Single target ray attack spell that applies a debuff to the target which blocks all dimensional movement for the duration of the spell.
Goal: disable targets ability to teleport.
Dimensional Lock
Abjuration (Sor/Wiz 8)
Creates a 20-ft radius area where extradimensional travel is not possible.
Goal: create an area where enemies cannot teleport into or cannot teleport out of.
Specialized Tools - defend against surprise attacks
Some encounters can place the mage in a disadvantageous position.
The following spells were developed to even the odds:
Contingency
Evocation (Sor/Wiz 6)
You can place another spell upon your person so that it comes into effect under some condition you dictate when casting contingency.
Only one contingency spell can be active at a time.
Possible implementation:
- when casting Contingency select a pre-defined condition from the list (ex.: caster takes damage, caster is falling, caster is drowning, caster is cursed... etc.)
- the next spell you cast - meeting the requirements of contingency - will be stored and activated when the conditions are met
examples:
- condition: caster is falling - effect: cast featherfall
- condition: caster takes damage - effect: cast stoneskin
- condition: caster takes damage - effect: cast repair critical damage (for warforged)
- condition: caster is drowning - effect: cast water breathing
Goal: to prepare for a specific situation.
Time Stop
Transmutation (Sor/Wiz 9)
Time slows down in the area for everyone but you. You are free to act for 1d4+1 rounds apparent time (12-30 sec). Creatures frozen in time cannot be harmed or targeted.
Goal: to give you time to prepare - buff, summon or escape.