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Help wanted: Spellcaster Tactics (my players -- out!)
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<blockquote data-quote="Tiberius" data-source="post: 2673787" data-attributes="member: 1376"><p>I'm presuming this is the standard "PCs walk into the foe's lair" type encounter. Well, as with any wizard against a group close to his level, if they meet face-to-face, he's dead. Thus, he'll probably want to employ some manner of hit-and-run tactics, of nasty sort. For example, as he has access to teleportation-type magics, he might want to have a few scrolls of it handy for the following trick:</p><p></p><p>Have the gem focus of the Magic Jar in a main corridor somewhere, behind an Illusory Wall (cast through Limited Wish some time prior; I note that Illusion seems to be one of his banned schools). Have a completely walled-off room within 100' + 10'/level of the gem. Once his assorted minions/wards/what-have-you have alerted him to the presence of the PCs, teleport to the otherwise-inaccessable room and cast Magic Jar. Since you do not need line of effect to enter the gem in the first place, no problem there. Once you sense the life forces of the PCs coming by, jump into one of them. With luck, they'll fail their save. With extreme luck, you'll jump into the cleric. Now, lower your spell resistance (if applicable), cast Finger of Death on yourself (or use Limited Wish to cast Slay Living, if you want to avoid the Arcane Spell Failure chance when you jump into an armored person) and voluntarily fail the save. The body dies, and you get shunted back to the gem. Repeat as desired. If, by chance, they should discover the illusory wall and destroy the gem, there doesn't seem to be a consequence other than you get tossed back into your original body, and you're out 100g.</p><p></p><p>I also note that none of his spells, as prepared, make use of his metamagic feats. Why have them, if not to use them?</p><p></p><p>If I were he, I'd swap out Forcecage in his spellbook for something else, like Waves of Exhaustion or Bigby's (7th-level) Hand, but that's just because I don't particularly care for spells which require expensive material components. The Hand spell of that level would synergize well with Prismatic Wall, bull rushing people into it. Or, I might consider ditching M's Faithful Watchdog in favor of Cloudkill. A maximized Cloudkill in place of a Horrid Wilting while some of the party is immobilized in the porous version of Forcecage = great pain. 4 Con damage a round, or 2 if they make their saves. This works better if they happen to be in a pit or at the bottom of two inclined passageways. Cloudkill moves, but doesn't move uphill.</p><p></p><p>If he knows they're coming for him in the immediate future, his spell loadout seems a little strange. Things like Legend Lore and Animate Dead aren't all that useful for a combat encounter. Even Circle of Death seems wierd, as it can't affect creatures with more than 10 HD.</p><p></p><p>What self-respecting necromancer doesn't have Create Undead as one of his 6th level spells? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>I'll contribute more as I think of 'em.</p></blockquote><p></p>
[QUOTE="Tiberius, post: 2673787, member: 1376"] I'm presuming this is the standard "PCs walk into the foe's lair" type encounter. Well, as with any wizard against a group close to his level, if they meet face-to-face, he's dead. Thus, he'll probably want to employ some manner of hit-and-run tactics, of nasty sort. For example, as he has access to teleportation-type magics, he might want to have a few scrolls of it handy for the following trick: Have the gem focus of the Magic Jar in a main corridor somewhere, behind an Illusory Wall (cast through Limited Wish some time prior; I note that Illusion seems to be one of his banned schools). Have a completely walled-off room within 100' + 10'/level of the gem. Once his assorted minions/wards/what-have-you have alerted him to the presence of the PCs, teleport to the otherwise-inaccessable room and cast Magic Jar. Since you do not need line of effect to enter the gem in the first place, no problem there. Once you sense the life forces of the PCs coming by, jump into one of them. With luck, they'll fail their save. With extreme luck, you'll jump into the cleric. Now, lower your spell resistance (if applicable), cast Finger of Death on yourself (or use Limited Wish to cast Slay Living, if you want to avoid the Arcane Spell Failure chance when you jump into an armored person) and voluntarily fail the save. The body dies, and you get shunted back to the gem. Repeat as desired. If, by chance, they should discover the illusory wall and destroy the gem, there doesn't seem to be a consequence other than you get tossed back into your original body, and you're out 100g. I also note that none of his spells, as prepared, make use of his metamagic feats. Why have them, if not to use them? If I were he, I'd swap out Forcecage in his spellbook for something else, like Waves of Exhaustion or Bigby's (7th-level) Hand, but that's just because I don't particularly care for spells which require expensive material components. The Hand spell of that level would synergize well with Prismatic Wall, bull rushing people into it. Or, I might consider ditching M's Faithful Watchdog in favor of Cloudkill. A maximized Cloudkill in place of a Horrid Wilting while some of the party is immobilized in the porous version of Forcecage = great pain. 4 Con damage a round, or 2 if they make their saves. This works better if they happen to be in a pit or at the bottom of two inclined passageways. Cloudkill moves, but doesn't move uphill. If he knows they're coming for him in the immediate future, his spell loadout seems a little strange. Things like Legend Lore and Animate Dead aren't all that useful for a combat encounter. Even Circle of Death seems wierd, as it can't affect creatures with more than 10 HD. What self-respecting necromancer doesn't have Create Undead as one of his 6th level spells? :) I'll contribute more as I think of 'em. [/QUOTE]
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