and Friendly Fire is hilarious, if unoptimal.
You mean that spell that turns all rays (or any other ranged touch attack) back on the caster?
...yeah that's totally suboptimal
You can do more with that spell slot. The duration is kinda meh.
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But then really, this coming from (and I don't know about you personally) people that advocate getting rid of Necromancy if you are playing a high level wizard. Necromancy, which has one of the best defensive spells in the game.[/quote]
Which one is that?
How about...Anticipate Teleportation, Indomitability, Antimagic Field (if you plan on spell aiming), Starmantle, Ironguard, Mindblank, Effulgent Epuration...to name a few.
I tend to classify AT and AMF as offensive. Ironguard requires offensive use of chain suppress magic often as not. Never heard of Starmantle
And you already mentioned the Dispels, which are sometimes essential for defense as well.
I think of getting rid of status effects as healing rather than defense.
Almost the entire school of Illusion is defeated by a single spell...yeah...and miss chance/AC are virtually irrelevant if you optimize correctly. Transmutation is better for spells like Celerity and Shapechange.
And True Seeing is easily countered with Invisible Spell + Obscuring Mist. AC is almost always irrelevant past a certain level if you optimize even slightly. Miss Chance usually stays pretty relevant though, IME.
And I have yet to play in a game where Celerity is actually allowed. For that matter, I generally avoid counting on shapechange because I rarely see, let alone play, high-op games, and shapechange is right after celerity and gate on the ban list.
Honestly, i'm on favor of losing the whole polymorph subschool, because it's near unfixable.