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Final Boss (tm) for a level 11 campaign.
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<blockquote data-quote="jgsugden" data-source="post: 8183198" data-attributes="member: 2629"><p>I was the first to suggest it. For me, it is not about power, but about story. When I put the final battle of an adventure / campaign on the table, I want it to be one of the most memorable moments of the campaign. I want a battle map that blows them away with interesting and meaningful features. I want a figure for the monster that is terrifying. I want the players to feel a build up to the encounter that makes it feel like a climax (as opposed to just the next room in a dungeon), and I want them to be kept on their toes throughout the battle. I don't want them to ever feel like I pull my punches, but I don't want to put something in their path that they can't beat with the right decisions (although bad luck can also do them in when there is a tough encounter.</p><p></p><p>If I were giving it 5 spells, I would consider a combination that either sets up the dungeon as a challenge, or that entirely changes the battle midway through in a meaningful way, or disrupts the plans the PCs may have in place. Alternatively, they may be non-combat spells that just mess with the heads of the PCs.</p><p></p><p>Greater Invisibility.</p><p>Phantasmal Force.</p><p>Hallucinatory Terrain.</p><p>Summon (whatever)</p><p>Banishment (3 targets).</p><p>Globe of Invulnerability.</p><p>Armor of Agathys (6th level).</p><p>Bigby's Claw (Hand).</p><p>Dominate Person.</p><p>Gravity Sinkhole.</p><p>Erupting Earth.</p><p>Wall of Force.</p><p>Enemies Abound.</p><p>Antilife Shell.</p><p>Blindness/Deafness (5 targets)</p><p>Otiluke's Resilient Sphere.</p><p>Scrying.</p><p>Sending.</p><p>Contingency.</p><p>Dispel Magic.</p><p>Counter Spell.</p><p></p><p>I also have an insanely large list of homebrew spells from over the decades. Some are prepped for use in 5E, others are not - but I'll usually have between 25 and 50% of the spells of a spellcaster come from something homebrew. I recently had a new player join me at the table, and when the enemy spellcaster cast Deflection (as Counterspell, except before counterspelling it you make an arcana roll to identify the spell. If you do, and it has other options for targets, you can change the target of the spell and take control of it, being treated as the caster of it from there on - 6th level.), well - it changed everything.</p></blockquote><p></p>
[QUOTE="jgsugden, post: 8183198, member: 2629"] I was the first to suggest it. For me, it is not about power, but about story. When I put the final battle of an adventure / campaign on the table, I want it to be one of the most memorable moments of the campaign. I want a battle map that blows them away with interesting and meaningful features. I want a figure for the monster that is terrifying. I want the players to feel a build up to the encounter that makes it feel like a climax (as opposed to just the next room in a dungeon), and I want them to be kept on their toes throughout the battle. I don't want them to ever feel like I pull my punches, but I don't want to put something in their path that they can't beat with the right decisions (although bad luck can also do them in when there is a tough encounter. If I were giving it 5 spells, I would consider a combination that either sets up the dungeon as a challenge, or that entirely changes the battle midway through in a meaningful way, or disrupts the plans the PCs may have in place. Alternatively, they may be non-combat spells that just mess with the heads of the PCs. Greater Invisibility. Phantasmal Force. Hallucinatory Terrain. Summon (whatever) Banishment (3 targets). Globe of Invulnerability. Armor of Agathys (6th level). Bigby's Claw (Hand). Dominate Person. Gravity Sinkhole. Erupting Earth. Wall of Force. Enemies Abound. Antilife Shell. Blindness/Deafness (5 targets) Otiluke's Resilient Sphere. Scrying. Sending. Contingency. Dispel Magic. Counter Spell. I also have an insanely large list of homebrew spells from over the decades. Some are prepped for use in 5E, others are not - but I'll usually have between 25 and 50% of the spells of a spellcaster come from something homebrew. I recently had a new player join me at the table, and when the enemy spellcaster cast Deflection (as Counterspell, except before counterspelling it you make an arcana roll to identify the spell. If you do, and it has other options for targets, you can change the target of the spell and take control of it, being treated as the caster of it from there on - 6th level.), well - it changed everything. [/QUOTE]
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