Actually, so long as I'm not flatfooted (my Ultimate Mage build isn't, via Legacy Champion+Legacy Item with cunning), I can cast an immediate action spell in response to your AMF. Further, the odds of you getting it off in the first place without dealing with two spells in the face minimum (two readied, one in reserve in the form of immediate standard) with my Initiative mod are nil. Even butt naked, you're looking at +12+Dex on the UM, and +12+Dex+Int on my Swiftblade. And ironically, the second part of it I use as a mage-killer. Spell Matrix firing Sanctum Orbs of Force as a swift action, rod-empowered or maximized as they fire. 45 dice of force usually fries most things, and even if it doesn't, I still have two standard actions and a move action available to use. Given the nature of said UM, that's 1d20+40 to beat your SR, and assuming you survived the tri-nuke, you're either getting a Holy Word, or if my persistent status (whatever the enemy version of it is) notices you're A)not protected from death magic and B)below 90 hp, you'll get a Power Word Kill and die automatically, allowing me to either blow the weave to buff against your cronies and cast a BC (standard action), or blow the weave and teleport out, to scry the corpse later and salvage the goodies. AMF works best when it can be dropped on an already committed opponent, from a distance. Arcane Archer, as pointed out to me by Doc Rock, is my favored method, as that's 100% not gonna land on you, and can shut down an enemy caster while you do whatever you need to do. Further, it can be done within a Time Stop, meaning you can drop the AMF after raising a Forcecage, THEN either pepper them to death and laugh or fry em with DD spells.
Not trying to frag your example, but hopefully you see the benefits of a different approach. I'm all for killing enemy mages...my war weavers follow the Algernon doctrine avidly, and are optimized for high speed RPG tag. Ya just gotta think outside the emanation
I know youre not but believe me I'm fully prepared for tactics such as the one you mentioned and I even acknowledged that you can escape one using immediate actions.
Well the trick is not getting caught inside one in the first place...sure I realize the other person can use similar tactics...but my character will likely be able to action meta-manage better than him so it should work.
Its all about action meta-management. You guys may know it as "the action economy" but action meta-management is a term I coined a long time ago. I am currently writing a paper on it and I intend to publish it on this board when its finished. So, I'm not going to explain it right now but just trust me that I'm fully aware of other possible approaches and once you read my paper youll understand how I can nullify 99% of them using the proper tactics.
I also beleive I mentioned using time stop earlier. I am well aware of that tactic. However, I do at least slightly question if you can drop an antimagic field on someone when you are time stopped since it specifically notes that you cannot enter an antimagic field when time stop is active I would say that you cant create one either, though that may be a bit of a houserule.
I do think that the antimagic field wouldnt activate until after the time stop was over thus at least giving the defending wizard a chance to use an immediate action before hes covered in it. I would like to hear what other people think about this issue because its something I have questioned for a while now.
Wall of force is immune to antimagic field, but force cage doesn't list that as an inherited property. I looked into this after that OoTS comic. I couldn't find a reason antimagic field wouldn't suppress a force cage.
I'm the only one who mentioned remaining in maw of chaos and I only said it wouldn't deal damage on multiple rounds, not that it wouldn't deal damage on one round. I also never said maw of chaos wasn't better than wings of flurry, just that it's not enough of an improvement that I'd use a 9th level spell known for it.
Forcecage
Evocation [Force]
Level: Sor/Wiz 7
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area: Barred cage (20-ft. cube) or windowless cell (10-ft. cube)
Duration: 2 hours/level (D)
Saving Throw: None
Spell Resistance: No
This powerful spell brings into being an immobile, invisible cubical prison composed of either bars of force or solid walls of force (your choice).
Creatures within the area are caught and contained unless they are too big to fit inside, in which case the spell automatically fails. Teleportation and other forms of astral travel provide a means of escape, but the force walls or bars extend into the Ethereal Plane, blocking ethereal travel.
Like a wall of force spell, a forcecage resists dispel magic, but it is vulnerable to a disintegrate spell, and it can be destroyed by a sphere of annihilation or a rod of cancellation.
Barred Cage: This version of the spell produces a 20-foot cube made of bands of force (similar to a wall of force spell) for bars. The bands are a half-inch wide, with half-inch gaps between them. Any creature capable of passing through such a small space can escape; others are confined. You can’t attack a creature in a barred cage with a weapon unless the weapon can fit between the gaps. Even against such weapons (including arrows and similar ranged attacks), a creature in the barred cage has cover. All spells and breath weapons can pass through the gaps in the bars.
Windowless Cell: This version of the spell produces a 10-foot cube with no way in and no way out. Solid walls of force form its six sides.
Material Component: Ruby dust worth 1,500 gp, which is tossed into the air and disappears when you cast the spell.I think its pretty obvious that the stuff that makes up a forcecage works the same way a wall of force does.
Also, maw of chaos is a HUGE improvement when used in the proper way.
even if its not used in the particular way some of my characters utilize it you still have to think about my OoF example:
Also, when I said absolute I still allowed for a small number of things to counter it (note that I mentioned initiate of mystra). But surely someone that can counter my offense would have something to deal with wings of flurry as well. My point is, mine works 99% of the time, wings of flurry works (to its full extent) probably 30-40% of the time.
Maw may not work 99% of the time like OoF but its surely in the high 70's if not 80's whereas wings is just 30-40% I think that increase in the probability that it will do the damage is worth a 9th level spell.