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Help wanted: Spellcaster Tactics (my players -- out!)
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<blockquote data-quote="Rev. Jesse" data-source="post: 2673820" data-attributes="member: 27673"><p>Two things come up immeditely here for spell listings: He doesn't have too many disable spells (hold person, etc) and not to many area distrubtion spells (like web, wall of fire) to break up the party.</p><p></p><p>Does he know they are coming? If so...</p><p></p><p>Ditch animate dead and legend lore as prepared spells. Replace Legend Lore w/ Guards and Wards or a quickened Spectral Hand. Replace Animate Dead w/ a quickened Magic Missle or Wall of Force. Ditch Summon Monster I for Magic Missle. Ditch Stoneskin for another Fear and Faithful Hound for another Wall of Force. Give him a maximized Melf's Acid Arrow. Ditch a 3rd level Vampric Touch for 2nd Fly spells (in case the players Dispel it) (or give him extra potions of Fly). Consider dropping the Limited Wish for a Quickened Fireball (Wishes can be really hard to adjucate for NPCs). Swap a prep'd Horrid Wilting for Incindary Cloud. Consider a maximized Enervation.</p><p></p><p>On the party's apporach: Cast Guards and Wards to dely them (this of course assumes they are fighting on his turf). This might dely them long enough to have their early buffs wear out. </p><p></p><p>Prior to combat: Have him cast his buffs. Fly is critcal here for his mobility. Be sure he is at least a double move away from the fastest character. Cast Spectral Hand. Give his toughest minions Stoneskin via wand.</p><p>1st Round: Use Wall of Force or Forcecage to break up the party. Ideally, if you have the front line guys in a row, have him perform a Wall of Force diagonally to divide the party. If they are fighting in a room, you might be able to structure the Wall of Force in such a manner that some of the party can apporach him but the rest need to confront his minions on the other side. To wit:</p><p></p><p>|_0_0___ \0__0____0_|</p><p>|_________\____0____|</p><p>|___0__0___\________|</p><p>|___________\____0__|</p><p>|____________\__0___|</p><p>|_____________\_____|</p><p>|______________\___|</p><p>|________W_____\_|</p><p></p><p>0 = PCs. W = Wizard Bad Guy | = walls of room and \ = Wall of Force</p><p></p><p>Situate the minions on the left side so they have most of the PCs. Keep in mind that Wall of Force blocks line of effect for all spells. If a Fireball hits it, the 'ball goes off. </p><p></p><p>2nd Rnd: Start with the heavy damage Horrid Wiltings or a Finger of Death against a wizard or rogue type on the right side. </p><p></p><p>3rd Round: Continue to use heavy damage hitters (Horrid Wilting, Fireballs, Fingers of Death) on the right side party. If there is a primary caster on that side, hit her w. the maximized Melf's Acid Arrow. Keep in mind that this will force Concentration checks from the player every time she tries to cast a spell.</p><p></p><p>4th Round: Expect the PCs to come up w/ some way of bypassing the Wall of Force. Use the cage version (the one w/holes) of the Forcecage spell to trap as many fighters as possible. </p><p></p><p>5th round. Target the Incindery Cloud in the Forcecage. bear in mind that the Cloud will significantly limit their sight and force concentration checks.</p><p></p><p>6th Rnd: Break up the party w/ another Wall of Force. Same Idea. </p><p></p><p>7th Rnd and Forward: Continue to use his heavy damage spells against casters. Have him be constantly on the move and use cover against ranged attackers. Fly above melee range. Focus primarly on casters as thick headed fighters will be beneath his contempt. Enervations will go a long way to disrupting the spells of the casters (as they lose the top level spell in each case). In fact, he probably won't do all that well against fighters because of so few disabling spells. A few Hold Persons would go along way here.</p><p></p><p>Have his escape w/ a Teleport, Fly away or use Polymorph to escape if things get bad. </p><p></p><p>If he has a little wizard helper, give that guy the wand of enervation and a cat's grace and use him to zap the casters with it. </p><p></p><p>Is this helpful?</p></blockquote><p></p>
[QUOTE="Rev. Jesse, post: 2673820, member: 27673"] Two things come up immeditely here for spell listings: He doesn't have too many disable spells (hold person, etc) and not to many area distrubtion spells (like web, wall of fire) to break up the party. Does he know they are coming? If so... Ditch animate dead and legend lore as prepared spells. Replace Legend Lore w/ Guards and Wards or a quickened Spectral Hand. Replace Animate Dead w/ a quickened Magic Missle or Wall of Force. Ditch Summon Monster I for Magic Missle. Ditch Stoneskin for another Fear and Faithful Hound for another Wall of Force. Give him a maximized Melf's Acid Arrow. Ditch a 3rd level Vampric Touch for 2nd Fly spells (in case the players Dispel it) (or give him extra potions of Fly). Consider dropping the Limited Wish for a Quickened Fireball (Wishes can be really hard to adjucate for NPCs). Swap a prep'd Horrid Wilting for Incindary Cloud. Consider a maximized Enervation. On the party's apporach: Cast Guards and Wards to dely them (this of course assumes they are fighting on his turf). This might dely them long enough to have their early buffs wear out. Prior to combat: Have him cast his buffs. Fly is critcal here for his mobility. Be sure he is at least a double move away from the fastest character. Cast Spectral Hand. Give his toughest minions Stoneskin via wand. 1st Round: Use Wall of Force or Forcecage to break up the party. Ideally, if you have the front line guys in a row, have him perform a Wall of Force diagonally to divide the party. If they are fighting in a room, you might be able to structure the Wall of Force in such a manner that some of the party can apporach him but the rest need to confront his minions on the other side. To wit: |_0_0___ \0__0____0_| |_________\____0____| |___0__0___\________| |___________\____0__| |____________\__0___| |_____________\_____| |______________\___| |________W_____\_| 0 = PCs. W = Wizard Bad Guy | = walls of room and \ = Wall of Force Situate the minions on the left side so they have most of the PCs. Keep in mind that Wall of Force blocks line of effect for all spells. If a Fireball hits it, the 'ball goes off. 2nd Rnd: Start with the heavy damage Horrid Wiltings or a Finger of Death against a wizard or rogue type on the right side. 3rd Round: Continue to use heavy damage hitters (Horrid Wilting, Fireballs, Fingers of Death) on the right side party. If there is a primary caster on that side, hit her w. the maximized Melf's Acid Arrow. Keep in mind that this will force Concentration checks from the player every time she tries to cast a spell. 4th Round: Expect the PCs to come up w/ some way of bypassing the Wall of Force. Use the cage version (the one w/holes) of the Forcecage spell to trap as many fighters as possible. 5th round. Target the Incindery Cloud in the Forcecage. bear in mind that the Cloud will significantly limit their sight and force concentration checks. 6th Rnd: Break up the party w/ another Wall of Force. Same Idea. 7th Rnd and Forward: Continue to use his heavy damage spells against casters. Have him be constantly on the move and use cover against ranged attackers. Fly above melee range. Focus primarly on casters as thick headed fighters will be beneath his contempt. Enervations will go a long way to disrupting the spells of the casters (as they lose the top level spell in each case). In fact, he probably won't do all that well against fighters because of so few disabling spells. A few Hold Persons would go along way here. Have his escape w/ a Teleport, Fly away or use Polymorph to escape if things get bad. If he has a little wizard helper, give that guy the wand of enervation and a cat's grace and use him to zap the casters with it. Is this helpful? [/QUOTE]
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