Firstly, before I go further, thank you very much for the extended response and the effort it would have taken: XP for you sir.
My players are not optimizers either. However they are conversant with and highly practiced with high level play, rules and tactics.
If somebody wants the McGuffin a valid tactic is let them go to the effort of getting it and then immediately taking it from them. I have found forcing time pressure on a high level group very hit and miss. As I tried to indicate to you before, letting the "time limit" expire becomes a valid tactic because just about any happening can be reversed or fixed well after the event. Unfortunately if you embrace and don't restrict the rules, high level parties can pick and choose with this "method". Or they can succeed with but a blip's difference to their resources.
This tactic does not work unless you can force the wizard within the landbound proximity of the "Antimagic-dude". This can work in dungeons but then your party can more easily protect the antimagic's enemy. The only way how this realistically works is to antimagic a natural flyer (but then the antimagic'd dude is a sitting duck for the rest of the party). As for focusing on the wizard, this ends up being counter-productive as the majority of attacks in the first two rounds will not work by which time the rest of the party and the wizard has taken out the primary threat in that time. Over-targetting the wizard or programming their death works. I do not see this as a fair tactic however every game session.
As you say, surprisingly effective (along with grease) at low levels... but we're talking high level here: 15th plus.
Powerful spellcasters are not dumb. If they think they are a reasonable chance of losing out, they will not risk being forced back to their Simulacrum. With this, party or the enemy will ambush the other if they feel the need to act. Because of the disparity in power level you will destroy the party in the process of highly challenging the wizard.
If you just have a "random" wizard taking on the party wizard with supposed ideal tactics, then you can challenge him. Story-wise though, this is a little unrealistic unless you carefully engineer it. It is not a tactic you can throw at a wizard more than once without becoming trite. It just does not make sense (in my gameworld at least anyway).
It does not offer a save, offers spell resistance or will be turned back on the caster - this is not how to use a dimensional anchor. Bad guy casts it on an invisible hit point sack minion and the sack chases after the caster similar to the antimagic tactic. This is not a difficult tactic for a high level party to deal with. It is only a minor challenge.
Mind Blank lasts for 24 hours. It becomes part of the wizard's early morning routine. Confusion attacks a wizards best save which a high level wiz would generally not have to make. It's a highly effective tactic against the rest of the party though (until the wizard gets to a high enough level to just mind blank the party).
Occupying the rest of the party works be it with spells or creatures of significance. Then the wizard resorts to summoning/gating if necessary. To then battle this effectively, you have to up the ante further with more powerful enemies which will usually result in a challenged wizard and several dead party members. This becomes the classic issue I have continually mentioned thus far: challenge the wizard, kill the rest of the party. In the main, I prefer to challenge the rest of the party and just accept that the wizard can pick and choose his influence on the encounter.
Quickened mirror image will ruin your day versus most enemies you try to inflict on the wizard. It forces enemy casters with their big targetted effects to not take the chance, forcing them to work on reducing the illusion count. [Only creatures with lifesense, true seeing or immunity to illusions can bust this and there is not many with these abilities: Dread Wraith from memory and not too much else with true seeing unless you engineer it].
Extend spell combined with high level means that most effects last until dispelled. Back up scrolls means that a wizard is only a time stop away from refuelling. Again, you can crack through this raft of defenses but only if you program it, but by the time you've done this the rest of the party have had their way with an enemy that is overfocusing.
These things do not work. Wizards have enough hit points to survive area of effect spells, their only real weakness unless they have energy protections in which case the efforts are wasted. As for the big longsword dude, come to daddy and let me dominate you and turn you against the harmless bowers (protection from arrows being a stock defensive spell). Same for the rogue (wizards fly almost constantly by the way at high level through the use of one effect, spell or another). The tactics you mention here do not work against a high level wizard. If they did, I wouldn't be whinging my




off so to speak.
Pathfinder fixed the casting defensively thing by forcing a caster level check rather than a concentration check. However, the wizard has their defences up already so in terms of defense this is moot (it only really effects attacks). As well, quickened effects do not generate attacks of opportunity. This assumes that any wizard worth their salt will have this feat by high level. YMMV.
That sounds more like a mid-level wizard who got ambushed. A high level wizard has the buffs in place already (they get reset every time he learns his spells for the day). You make a good point though that an isolated NPC wizard is a completely different proposition to a party wizard with several powerful allies with them. The disparity is because generally at mid level, you have a powerful wizard but they are not surrounded by several characters of classes of an equal level. Mooks are worth almost nothing to a wizard against a PC party.
This plays precisely into my point of the unkillable wizard. The first handful of attacks at them are irrelevant and wasted (and need to be wasted if you want to have a decent crack at taking down the wizard). You end up challenging the party but not the wizard OR you end up challenging the wizard but killing the party. The fine line in between is too narrow such is the power of the wizards defenses, to the point of making initiative against them virtually irrelevant.
Huge kudos for the Feist reference by the way

Its not the scrying that is necessarily the killer and it's not the rogue who stars but the cleric. This aspect of the game can be quite fun but the result is still the same - greater teleport will still work regardless of whether you have specifically scried there or not. As a once of though, sounds fun.
I have gauged from your numerous responses that you have a lot of mid-level experience but have not had repeated exposure to high level (15th plus) play on both sides of the screen. I am only adamant about what I'm saying because I have seen the same pattern repeatedly. What you have presented though is an excellent primer of tactics and for this again, I thank you for your time and effort. In regards to the original post, these are all tactics that are going to greater balance a mid-level party (the sweetspot that most groups play) when combined with the pathfinder rules (rather than 3.x). Please excuse my bluntness when I say that their effectiveness is blunted against a high level wizard. At least the ones I have played and have had to DM against.
My impression of the CharOp boards are that by mixing various levels of psionics with the core classes, you can get some whacky/cheesy levels of power. I have never embraced psionics myself so I don't know how true this is and what effect they would have on my game. I'm interested though in what gamerprinter was going to post. Perhaps my groups melee types are missing the boat?
Spell resistance gets given to everyone before an ambush. It is a common enough occurrence that I mention it. Alternatively, the mage can trick this out in an emergency by getting the cleric to place it into a particular ring or something for latter use (the exact equipment that does this escapes me at the moment).
Again, thank you very much for the extended response.
Best Regards
Herremann the Wise
Thanks Herremann.
A few points.
You're absolutely correct in 3E that I have less experience with high level games. We had 1 campaign than ran for about 6-7 years, and we got to level 18. On average, we played once every week or 2 weeks, we did a lot of role playing, and as a consequence, leveling was slow. We also played several other campaigns in mid and low levels.
Just to be clear though....we didn't change up games because high level was unplayable. It's just that few of us had the patience to see campaigns through to lvl 20. The players wanted to try new characters, new ideas, and I was always wanting to try new campaign settings etc.
Now, my *players* played a lot more than I did. I've even asked a few about this topic, and their general opinion is that the Wizard *is* very powerful.....but is absolutely killable at high level, and is by no means the only worthwhile character in the party...which is where many of these discussions come from (I think)....players of other character classes feeling that they have no purpose at higher levels. And they've played far more high levels than I have. Regardless, the Wizard is still one of the more valuable high level characters. I just don't think the only one. Without the cleric or druid to heal, and a fighter to keep enemies from getting in close to him, he'll have more difficulty.
As to the flying wizard....absolutely....if there's no roof over his head, it's a great way to stay away from the melee guys. But the rogue and fighter can get up there too.....liftoff is only a carpet of flying or wings of flying away.
As to time limits, and reversing things........you're absolutely right. If you take the rules as written, letting that princess die while you rest and recover is fine, because you can True Res her after. In my game, I usually thought of the bigger implications of that. If any ruler can simply be rezzed whenever he dies, then who cares about assassins? Frankly, who cares about about old age? Anyone with money can just pay a druid to off them right before they die of old age, and then reincarnate them into a youthful body. Instant immortality! The unfortunate thing is that it turns the clerics (and by extension, the gods of the campaign world) into cash based instant spell dispensers. Where's the fun in that? It's likely a place where we're different in our games. In mine, the gods don't let just anyone be resurrected. Certain characters said they didn't believe in gods, or didn't want to follow any, didn't want to tithe to any churches etc. Well, good luck finding a god willing to use divine magic to bring you back. We had a character like that, and he basically had to agree to convert to the diety who was going to raise him, and agree to serve the church. So there was a consequence. At the time, we only had a druid, and the player explicitly said (out of game) that he would refuse reincarnation, because he didn't want to be a badger

So, they had to find a cleric to cast the spell for him.
As to Mind Blank...yes, I'm aware Mind Blank has a 24 hour duration, and it makes perfect sense to use it. It's probably one of the abjurations with the longest duration. But it's a lvl 8 spell. Affects one creature. In a party of 4 characters, there are the 4 lvl 8 spell slots the wizard gets by lvl 20. Meaning no slots left for Moment of Prescience, unless you want to use a lvl 9 slot for it. But, yes, very effective at blocking confusion, dominate etc.
Not that I'm that concerned by wizards getting affected by Will based spells.
True Seeing was prevalent enough in my game. But we faced more humanoid opponents with class levels. If you're talking about just fighting monsters, then you're right. Not many creatures have it, that I'm aware of.
"That sounds more like a mid-level wizard who got ambushed. A high level wizard has the buffs in place already (they get reset every time he learns his spells for the day). You make a good point though that an isolated NPC wizard is a completely different proposition to a party wizard with several powerful allies with them. The disparity is because generally at mid level, you have a powerful wizard but they are not surrounded by several characters of classes of an equal level. Mooks are worth almost nothing to a wizard against a PC party."
In some cases, yes. I tended to use reason (and perception checks). If the party just butchered the gate guards, two rooms away from where the wizard is, then it probably made noise. He's going to buff himself. If the party was stealthy, avoided fights, used a sewer grate to sneak into the palace and bypass guards or whatever, then yes, they could get the drop on the NPC wizard. But also..........our party wizards used to debuff opposing wizards. They'd use Greater Dispel Magic and Dispel Magic early on in fights to get rid of buffs. The PCs didn't themselves usually use Disjunction....they wanted to gain whatever items the wizard might be carrying.
Now....I haven't played Pathfinder yet, and I think they changed how Dispel Magic works. It used to result in a bunch of dice rolling to see what effects were stripped away. And then all the fun recalculation of stats before the battle could resume.
As to Anti-Magic field...yes, the wizard would be smart to avoid it. But if the Eldritch Knight didn't use it until he got close, at that point the wizard can't really avoid it. Even it can be circumvented....it doesn't defend against walls of force, or prismatic walls and prismatic spheres. But now we're back to the rock/paper/scissors thing. Do you have Prismatic Sphere? Or Time Stop? Or Wish? Or Meteor Swarm? Or Shapechange? You only have four lvl 9 spells (if you're lvl 20).
I'm a huge Feist fan....it seemed an appropriate thread to drop the reference. He's huge on having unkillable wizards. Though, with the upcoming novel "Magician's End", I don't think that's going to last much longer. In any case, you're right, the scry backlash spell (or whatever it was called) is kind of a one trick pony. I don't remember if it could do enough damage to kill the wizard, or just send him crying for the cleric. But, if it's a circumstance where they're in the middle of an adventure, they're already had some fights, they're worn down a bit, and they scry to find out what's going on in the throneroom or whatever, then yes, it could be a very bad thing for the wizard.
You *are* probably better off asking about this in the Char Op boards. I don't post there, but I've occasionally skimmed, and you see some pretty sick combos, and the players there are flat out better at making game breaking characters than I am. I'm not sure if it's all dependent upon psionics. I'm sure if you look, there are threads about optimum characters using particular books. I've just never had the patience or interest in that type of game, as a lot of the builds are dependent upon getting weird synergy effects from feats, spells, or abilities that are from disparate books that were never really tested for use together.
I haven't posted any of this to say Wizards suck. I think they've been hit by the nerf bat more than enough in recent years.
Now, one spell has been left out of the discussion....Clone. If your Wizard has that....he's still killable....but it's pretty much like having a contingency resurrection in place, which is pretty darned useful. Of course, that's a little like a lich with their phylactery. Hopefully it's well hidden. Of course, it can be cast on any party member. So, if used properly, could make the entire party able to return from death. He'll still die until he's transferred to the clone however. And he loses his items as they stay with the original body. If the party is massacred, or can't carry the body/items back, then he's got to go back without all his items (and thus more vulnerable). Now....if you have a specialist...all bets are off...that spell might not be available. I had a lvl 17 Transmuter...so no Necromancy spells. In most of my games, Necromancy is described as Black Magic, corrupting the soul etc. so the spellcasters I have had, have stayed away from it.
Anyways, this discussion is starting to get exhausting, so I think I've said my piece at this point. It's been a good debate. Thanks for taking the care to post in an amicable fashion.
Banshee