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20th level Sorcerer vs the world
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<blockquote data-quote="Jfdlsjfd" data-source="post: 8186838" data-attributes="member: 42856"><p>I'd be inclined to let the one-time simulacrum trick work. Wish for a Simulacrum, it's a touch spell, but you can Distant it so a touch spell becomes a range of 30 ft. So, basically, I'd allow a clever high-level spellcaster to visit a drow city, approach a Matron Mother to bow in front of her and do it in an instant. Then teleport away with the newly-created simulacrum before her guards kill you. I can see how you read that it's making WIsh more powerful, but I feel spellcasters have been largely nerfed in 5e already so they could benefit from some leeway when reading spell descriptions. It would of course incur the wrath of the original matron mother an spur lots of adventures -- the original DMM couldn't care less about the spellcasting, but she'd definitely hunt a copy of her capable of selling her secrets to the highest bidder. Basically, it's a Very Bad Idea to do this trick and I'd very much like the players to pull it off anyway.</p><p></p><p>What I didn't understand the sorcerer extended downtime was the insistance of carrying a twinned Simulacrum while he can't really protect all of them at the same time. Each of them is a liabilty if he plans to be uncovered and they were nearly never used in life-or-death situations that would warrant their use.</p><p></p><p>With regard to the Wizard with 4 years prep time... Wow. Non abusive GoW to cast various single-target buffs on the Wizard are a must. It's always useful to become, at no expanse of a spell slot a hasted, flying, greater invisible, nondetected, globe of invulnerabilitied (among other) engine of destruction. Granted, you can't in 5e Permanency your glyph of warding, so it's working only once, but they only take a few days to cast so you can keep a few ready to activate when needed. It's certainly more useful than a puny castle when confronted to level 20 threats.</p><p></p><p>Cloninng is a must, as well as preparing an escape demiplane to lay low and let the world forget you in case something gets really ugly. Regular cloning to a younger body effectively gives you unlimited time and should be the standard operating procedure of non-liches.</p><p></p><p>I'd say it's worth spending time Planar Binding things. Yes, the creatures are unreliable at best and resent being bound in slavery, but it's a great way to deeply break action economy (just have a calendar alert to rebind your cohorts regularly). The best choices for playing a more dangerous Newt Scamander in 5e are, in my humble opinion:</p><p></p><p>1. Yochlol (that you keep in mist form to incapacitate people around you and can occasionaly cast dominate person)</p><p>2. Spined Devils (no chance of resisting the binding, flyby, not powerful but ideal aerial guardian to patrol your sanctum)</p><p>3. Dao (to stay behind the earth of your sanctum undetected until it's too late, plus daily planeshift, lowest cha save of genies)</p><p>4. Hags (because you can have 3 of them and force them into a coven for easy Contact Other Plane without risk of becoming mad and free scrying... Green can be invisible most of the time)</p><p>5. Invisible Stalkers (for reasons well known to our readers)</p><p>6. Nightmare (free Etherealness)</p><p>7. Salt Devil (free Teleport)</p><p>8. Autumn Eladrin (free raise dead)</p><p>Plus a handful of combatant (elementals are goods, but add in a few celestial and fiend into the mix).</p></blockquote><p></p>
[QUOTE="Jfdlsjfd, post: 8186838, member: 42856"] I'd be inclined to let the one-time simulacrum trick work. Wish for a Simulacrum, it's a touch spell, but you can Distant it so a touch spell becomes a range of 30 ft. So, basically, I'd allow a clever high-level spellcaster to visit a drow city, approach a Matron Mother to bow in front of her and do it in an instant. Then teleport away with the newly-created simulacrum before her guards kill you. I can see how you read that it's making WIsh more powerful, but I feel spellcasters have been largely nerfed in 5e already so they could benefit from some leeway when reading spell descriptions. It would of course incur the wrath of the original matron mother an spur lots of adventures -- the original DMM couldn't care less about the spellcasting, but she'd definitely hunt a copy of her capable of selling her secrets to the highest bidder. Basically, it's a Very Bad Idea to do this trick and I'd very much like the players to pull it off anyway. What I didn't understand the sorcerer extended downtime was the insistance of carrying a twinned Simulacrum while he can't really protect all of them at the same time. Each of them is a liabilty if he plans to be uncovered and they were nearly never used in life-or-death situations that would warrant their use. With regard to the Wizard with 4 years prep time... Wow. Non abusive GoW to cast various single-target buffs on the Wizard are a must. It's always useful to become, at no expanse of a spell slot a hasted, flying, greater invisible, nondetected, globe of invulnerabilitied (among other) engine of destruction. Granted, you can't in 5e Permanency your glyph of warding, so it's working only once, but they only take a few days to cast so you can keep a few ready to activate when needed. It's certainly more useful than a puny castle when confronted to level 20 threats. Cloninng is a must, as well as preparing an escape demiplane to lay low and let the world forget you in case something gets really ugly. Regular cloning to a younger body effectively gives you unlimited time and should be the standard operating procedure of non-liches. I'd say it's worth spending time Planar Binding things. Yes, the creatures are unreliable at best and resent being bound in slavery, but it's a great way to deeply break action economy (just have a calendar alert to rebind your cohorts regularly). The best choices for playing a more dangerous Newt Scamander in 5e are, in my humble opinion: 1. Yochlol (that you keep in mist form to incapacitate people around you and can occasionaly cast dominate person) 2. Spined Devils (no chance of resisting the binding, flyby, not powerful but ideal aerial guardian to patrol your sanctum) 3. Dao (to stay behind the earth of your sanctum undetected until it's too late, plus daily planeshift, lowest cha save of genies) 4. Hags (because you can have 3 of them and force them into a coven for easy Contact Other Plane without risk of becoming mad and free scrying... Green can be invisible most of the time) 5. Invisible Stalkers (for reasons well known to our readers) 6. Nightmare (free Etherealness) 7. Salt Devil (free Teleport) 8. Autumn Eladrin (free raise dead) Plus a handful of combatant (elementals are goods, but add in a few celestial and fiend into the mix). [/QUOTE]
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