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20th level Wizard vs the World
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<blockquote data-quote="Hohige" data-source="post: 8164110" data-attributes="member: 7019463"><p>The funniest thing about it is. I will rule the world!! "Go ahead, friends, it's safer".</p><p></p><p>[ATTACH=full]130912[/ATTACH]</p><p></p><p>1) No, you don't have allies, just mercenaries.</p><p>In fact, the sorcerer doesn't even need to kill the Wizard, the mercenaries themselves have already done that.</p><p></p><p>What the guy is going to do with an Antimagic Field that has a 10ft range and completely nullifies him.</p><p>ahaha, just walk away and wait for him to kill himself.</p><p></p><p>2) The Celestial is hitting you at 600ft, flying, good lucky taking distant fireballs + Aasimar skill, and taking.</p><p>The Sorcerer has clear advantage on long distance fighting.</p><p>You are dead faster than you can image.</p><p>Rest assured, you will not be in range. The reach is in the advantage of the sorcerer and Celestial.</p><p></p><p>Warriors? The Wizard can't do it.</p><p></p><p>3) Power Word Kill.. Unfortunelly, It's dead with Distant Fireball, Distant Freezing Sphere and Celestial Hitting. It has short range.</p><p></p><p>4) Planar Binding... Wow.</p><p>Planar Binding</p><p>"The creature obeys the letter of your instructions, but if the creature is <a href="https://roll20.net/compendium/dnd5e/Mysterious%20Islands#h-Hostile" target="_blank">Hostile</a> to you, it strives to twist your words to achieve its own objectives."</p><p></p><p>You are clearly enslaving the creatures, and again, they will either kill you or betray you. I see that the Sorcerer will not even need to fight, his own allies do not kill him. Because none of them are reliable. <em>Grab Popcorn.</em></p><p></p><p>5) Feeblemind has only 150ft, against attacks at 600ft. Good luck.</p><p></p><p>6) Globe of Invulnerability? In Immobile globe, Its amazing for the Celestial hitting you.</p><p></p><p>Dude, I'm seeing a Wizard that can't get close to Sorcerer level 11, while Sorcerer just attacks him freely.</p><p>No, it says, you can't win this battle in midair against Distant Casting Sorcerer and his Celestial.</p></blockquote><p></p>
[QUOTE="Hohige, post: 8164110, member: 7019463"] The funniest thing about it is. I will rule the world!! "Go ahead, friends, it's safer". [ATTACH type="full"]130912[/ATTACH] 1) No, you don't have allies, just mercenaries. In fact, the sorcerer doesn't even need to kill the Wizard, the mercenaries themselves have already done that. What the guy is going to do with an Antimagic Field that has a 10ft range and completely nullifies him. ahaha, just walk away and wait for him to kill himself. 2) The Celestial is hitting you at 600ft, flying, good lucky taking distant fireballs + Aasimar skill, and taking. The Sorcerer has clear advantage on long distance fighting. You are dead faster than you can image. Rest assured, you will not be in range. The reach is in the advantage of the sorcerer and Celestial. Warriors? The Wizard can't do it. 3) Power Word Kill.. Unfortunelly, It's dead with Distant Fireball, Distant Freezing Sphere and Celestial Hitting. It has short range. 4) Planar Binding... Wow. Planar Binding "The creature obeys the letter of your instructions, but if the creature is [URL='https://roll20.net/compendium/dnd5e/Mysterious%20Islands#h-Hostile']Hostile[/URL] to you, it strives to twist your words to achieve its own objectives." You are clearly enslaving the creatures, and again, they will either kill you or betray you. I see that the Sorcerer will not even need to fight, his own allies do not kill him. Because none of them are reliable. [I]Grab Popcorn.[/I] 5) Feeblemind has only 150ft, against attacks at 600ft. Good luck. 6) Globe of Invulnerability? In Immobile globe, Its amazing for the Celestial hitting you. Dude, I'm seeing a Wizard that can't get close to Sorcerer level 11, while Sorcerer just attacks him freely. No, it says, you can't win this battle in midair against Distant Casting Sorcerer and his Celestial. [/QUOTE]
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