Help wanted: Spellcaster Tactics (my players -- out!)

Luckily in today's session the party mucked about with other plot hooks and didn't come anywhere near this dude, so I still have more time to come up with evil tactics.

Not that the Abyssal Ghouls in today's session needed much in the way of tactics. Flank fighter and land five sneak attacks: dead fighter. Flank sorcerer and land three sneak attacks: dead sorcerer. Party learns lesson: don't visit the city of the undead when the cleric's player doesn't come to the session. Player assessment of Abyssal Ghouls: CR10 my a$$!!
 

log in or register to remove this ad


Another cool, thematic spell from FRCS or Magic of Faerun is death armor -- somewhat comparable to fire shield. Probably won't do much against the PCs themselves, but would help against any summonees or whatnot.

If you go with the Use Magic Device suggestion, your necromancer needs an item of improved invisibility. He can then safely bombard the party with long-range attack spells. Well, at least until the PCs bust out see invis or true seeing.

Does the evil guy know any friendly evil clerics? He could get them to cast unhallow and tie it to something annoying (for the PCs). This would also help with any undead minions who are wandering about.

Don't forget about ethereal jaunt or shadow walk as other escape mechanisms -- not just teleport.
 

Does this guy have any help? If not, he is going to die quickly. 8 on 1 is very bad odds even if he out-levels them.

Here are some useful spells you may want to consider:
Solid Fog/Acid Fog: Use these spells to inhibit movement and missile fire. If you are in confined spaces it prevents the PCs from closing in easily unless they have freedom of movement.
Wall of Stone: I noticed that you have Wall of Force on the list. I'd suggest ditching it in favor of wall of stone because it is permanent. There are ways to deal with a wall of force. Nothing removes a Wall of Stone except damage. Heck, I'd ditch Mordenkainen's Hound in favor of a second Wall of Stone. Use the walls to separate the party. The wall doesn't ven have to be floor-to-ceiling. It just has to be high enough to be an impediment to movement and targeting. Also, If you can separate a character or two and you know Phase Door, you can go in and engage them at your leisure. Wall of Stone works best on rogue types because they can't inflict enough damage to breach the wall.

Summon Monster: Summon Monster VIII can pull something like d3 Huge earth elementals off of the Summon Monster VII list. Use these to engage the PCs. They have a lot of HP, they hit hard and they can't be critted or sneak attacked. Remove the Prismatic Wall spell. If the necromancer knows that the PCs are coming, he can have the elementals waiting for them. Note also that fiendish megaraptors are pretty tough too. Note, that your earth elementals can earth glide through wall of stone.

Disintegrate: Throw out the Circle of Death Spells. Use Disintegrate on the Sorcerer or the bard. The sorcerer is the best target because he will have the worst fort save.

Repulsion: This one is pretty obvious.
True Seeing: Pretty obvious as well.
Bigby's ________ Hand: These spells seem silly at first but they are pretty decent at keeping people from closing with the necromancer
Polar Ray: This spell does a LOT of damage. Plow it into the sorcerer.
Sleet Storm: Nice spell. It slows movement and impedes visibility and it is farily low level to boot. As I recall you have to make balance checks to cross the ice. Let them try that in armor.
Waves of Fatigue/Exhaustion: These are wonderful spells and there is NO save. They really mess with melee types.
Ray of Enfeeblement: Strength penalties, no save, 1st level spell. It's necromancy too. Enough said.
Otto's Irresistible Dance: One touch and the PC is out of the fight. Nothing better.
Power Word Spells: These are all great. Stun is the best of them because of its high HP cap. Use it on PCs with low HP (obviously).
Spell Turning: Useful to prevent targeted spells.

Spells not to use:
Circle of Death: This spell just plain sucks. By the time you can cast it, equivalent foes are too tough to be affected by it.
Globe of Invulnerability: Note that the globe doesn't move. That is why I can't recomment it. Any melee character will smile as he steps into it and kills your necromancer.
Prismatic Wall: This spell is WAY too high level for what it does. Use wall of stone instead, or wall of ice.
Animate Dead: At the PCs level, skeletons and zombies won't even slow them down unless they are VERY big indeed. Don't bother stopping to cast them. If you absolutely must have undead, use Create Undead or Create Greater Undead. At least those have an intelligence and are tougher.
Mordenkainen's Hound: Why is this spell on his list? If he needs a guard he should hire, animate or summon one. Nothing wrong with the spell, it just has no business on his list.
Clone: Ditto here. Why is this on his list? Is he planning on making a clone right now? Not only is it not useful in a fight, but it isn't even clear why he'd be waking around the house with the spell in his memory.

Summary:
I really hope this guy has some minions around to buy him time, otherwise he is going to meet a spectacular end. Use Summon Monster spells to get help and even the 8-1 odds. Use terrain control/movement inhibition/line of sight inhibition spells to keep the PCs from targeting him effectively and buy time. If possible use those spells to separate PCs and deal with them piecemeal. Remember, summoned earth elementals can glide through walls of stone. If you use Phase Door, you can pass through your walls as well.

Preventing the PCs from attacking the necromancer in melee is not too hard. Preventing them from using blast magic and ranged attacks is more difficult. The easiet way is to take the sorcerer out first. Hit him with a polar ray (16d6 no save) and a quickened magic missile, or a power word stun if you can get in range.

The Archer needs to go next as he looks to be the next most capable ranged combattant. Solid fog stopps missiles but allows magical ranged attacks to pass. It also slows the melee combattants significantly. Acid fog is even better because it'll damage anyone who comes in.

If the necromancer can deal with the ranged attackers and get some other minion help before the melee combattants can close then he has a chance. Otherwise he'll be toast.

Tzarevitch
 

If you use the underwater sections and want to be a total RBDM, add an antimagic field. Glub-glub, little player. Glub-glub.

Symbols are a wonderful defense mechanism. They are cheap and you can litter your lair with them. Combine with Time Stop and you can put up several of them.

Get rings of friend shield and glue the second one to a charmed/dominated hit-pointiful minion. It's even better if the minion is a troll or other regenerating creature. Heck, get two sets!

Great RBDM trick for necromancers of sufficient level to have a room with permanent gentle repose: grow a Clone and keep it in the repose room. When heroes attack, use Magic Jar to possess the body. Hide the jar in in the open, like part of a chandelier illuminated by heightened eternal flames (which mask the magic). Keep your real body one floor up, which has LOE to the jar thanks to a small hole in the ceiling (again, concealed by the chandelier).
When your clone-body gets killed, you can use the jar to begin possing PC bodies.
 


Remove ads

Top