Flamestrike
Legend
I'm running a game at a high level and in the next session there's a chance that a variety of mid-to-high level drow casters might be running around each with a different set of spell combinations. I find this to be a challenge on two fronts:
1) Simply remembering what each spell does and its limitations (we're talking about 40 spells that could be cast)
2) Tracking which slots for each NPC caster have been used up as the encounter(s) progress.
This is generally fine when I'm running a single caster but when there are more than one? The set of spells to reference and gets quickly out of hand!
Anyone have any tips for smoothly managing this in the heat of battle?
???
How many casters exactly.
Ive run games of over 20th level (epic boons) with a 5 man party dealing with a half a dozen encounters per long rest featuring death knights, Liches, Vampire shadow dancer mooks, undead Cleric 'leaders' and so forth.
Examples include:
Encounter 1:
A) Death Knight boss (add +50 percent more HP, remove spell casting trait, add +2d8 necrotic damage on weapon attacks, include legendary action (3) 1 x sword attack, add legendary resistance (3), add Leadership trait, Add Misty Step 3/ short rest. AC 20, +2 to hit and damage, Greatsword +2, Full plate +2).
B) Lich (remove legendary actions and resistances, double HP, increase Dex to 18, Mage armor cast, Foresight pre cast, Contingency precast (Mirror image timed to go off when a quickened spell is cast or a spell from the Lich, that targets the Lich) 9th level slot regained, swap Time stop for Psychic Scream, Add Quicken spell ability 3 times per SR, add: Bracers of Armor and Ring of Protection, AC 20)
C) 2 x Undead Clerics (As WarPriest - change type to Undead, resist SBP from non magical weapons, Immune: Necrotic, Poison; Poisoned, Exhaustion. all Undead within 30' gain advantage on Saves while the Undead Cleric is alive and not incapacitated),
C) 10 x Vampire Spawn 'Shadowdancers' (Vampire Spawn, bonus action to Hide as Rogue or teleport to darkness as Shadow Monk (with first attack made at advantage) when in Dim light, +9 Stealth bonus, reduce HP to 60, add extra claw attack).
Encounter conditions: Magical Gloom (dim light) enforced on area (dispelled by light of 5th level or higher). Ruined building with water cascading from roof, in forming a river of sorts running through the building. One wall to neighboring building on east side has collapsed allowing access to that building (unbeknownst to the players, the Vampires have yet to be invited into that building).
The Undead clerics would pair off with the Vampires in groups of 6, while the Lich and DK went after priority targets.
The biggest PITA was tracking the Vampires regeneration.
My advice is never include more than 3 (max) spell casters in an encounter. You dont need them. Just whack on Boss or Leader types with aura effects (like Leadership, or save boosting effects).