CapnZapp
Legend
It's time for my Tomb of Annihilation party to face Acecerak. Since the party is level 14, I need to give him the very top of the line most cunning and fiendish spell tactics. So the load-out suggested by the adventure goes out the window.
Remember the characters have already 100-150 hp before the 50 temporary hp each round.
Two of my six characters have Evasion and will likely take zero (0) damage from any Dex-save spell. Two of my characters have plate mail with fire immunity (but Acecerak doesn't know that). At least two characters drak the frothy beer and won't gain the stupid-powerful benefit of Wrath of the Trickster Gods.
But feel free to ignore the specifics of the adventure, and just suggest your best high-level spell combos. Do note that we have access to two significant features: two spell slots even of ninth level, and free casting of any level 1-3 spell. Don't worry if you're breaking one of Acecerak's limitations - better to give clever combos that I can later choose to limit or not use.
Let me give a few examples of what I've come up with so far, so to give you an idea of what I'm aiming for here.
I am aware that with only one level 9 slot, Time Stop isn't that great. But when you have two slots, I definitely want to use it. What offensive damage spells other than Delayed Blast Fireball can be set up "in advance"? Surely there must be some variety, maybe added by XGE?
I'm thinking the first round he casts Improved Invisibility and Plane Shifts in. The next round he casts Time Stop, Delayed Blast Fireball and ideally some other similar spell, ideally not dealing Fire damage. I was considering Prismatic Wall cast as a sphere above the characters' heads, but apparently it can't deal damage unless a character voluntarily tries to pass through.
Then he casts Reverse Gravity. The Delayed Blast Fireball explodes, the characters fall upward, through the Prismatic Sphere, and takes some falling damage. Then the lava rains down (up) on them!
That's 46 (12d6) fire, whatever you rule the Prismatic deals, and a further 55 (10d10) fire. I considered Crown of Stars (if the Tome Stop gives enough extra actions), but am not sure it's worth the bother.
Three Fireballs, Lightning Bolts or similar adds another 84 (24d6) damage. Maybe replace one offensive spell for a good defensive spell.
Then in round two, drop the Reverse Gravity and hope anyone's still within the area; then cast Banishment/Forcecage/Power Word Kill, since it feels hopeless to reliably deal significantly more than 50 damage (dealing only 50 damage is worthless against enemies that regain 50 temp hp each round).
Meteor Storm or Wish - I'm quickly running out of ideas here. A lone spellcaster foe desperately needs meat bag allies and/or Extra Action so he can unload multiple high-level spells per round.
It's fiendishly difficult to do this correctly, without breaking a rule or forgetting a limitation here or there, so I am asking your help getting it right.
Looking forward to your input!
Zapp
I've perused plenty of existing discussion, including the following:
* http://slyflourish.com/acereraks_spells.html
* http://dmsworkshop.com/2018/08/10/tomb-of-annihilation-improving-acererak/
* http://www.giantitp.com/forums/showthread.php?549077-Time-Stop-in-Xanathar-s
* https://www.reddit.com/r/dndnext/comments/8ecgpz/best_use_of_time_stop/
Remember the characters have already 100-150 hp before the 50 temporary hp each round.

Two of my six characters have Evasion and will likely take zero (0) damage from any Dex-save spell. Two of my characters have plate mail with fire immunity (but Acecerak doesn't know that). At least two characters drak the frothy beer and won't gain the stupid-powerful benefit of Wrath of the Trickster Gods.
But feel free to ignore the specifics of the adventure, and just suggest your best high-level spell combos. Do note that we have access to two significant features: two spell slots even of ninth level, and free casting of any level 1-3 spell. Don't worry if you're breaking one of Acecerak's limitations - better to give clever combos that I can later choose to limit or not use.
Let me give a few examples of what I've come up with so far, so to give you an idea of what I'm aiming for here.
I am aware that with only one level 9 slot, Time Stop isn't that great. But when you have two slots, I definitely want to use it. What offensive damage spells other than Delayed Blast Fireball can be set up "in advance"? Surely there must be some variety, maybe added by XGE?
I'm thinking the first round he casts Improved Invisibility and Plane Shifts in. The next round he casts Time Stop, Delayed Blast Fireball and ideally some other similar spell, ideally not dealing Fire damage. I was considering Prismatic Wall cast as a sphere above the characters' heads, but apparently it can't deal damage unless a character voluntarily tries to pass through.
Then he casts Reverse Gravity. The Delayed Blast Fireball explodes, the characters fall upward, through the Prismatic Sphere, and takes some falling damage. Then the lava rains down (up) on them!
That's 46 (12d6) fire, whatever you rule the Prismatic deals, and a further 55 (10d10) fire. I considered Crown of Stars (if the Tome Stop gives enough extra actions), but am not sure it's worth the bother.
Three Fireballs, Lightning Bolts or similar adds another 84 (24d6) damage. Maybe replace one offensive spell for a good defensive spell.
Then in round two, drop the Reverse Gravity and hope anyone's still within the area; then cast Banishment/Forcecage/Power Word Kill, since it feels hopeless to reliably deal significantly more than 50 damage (dealing only 50 damage is worthless against enemies that regain 50 temp hp each round).
Meteor Storm or Wish - I'm quickly running out of ideas here. A lone spellcaster foe desperately needs meat bag allies and/or Extra Action so he can unload multiple high-level spells per round.
It's fiendishly difficult to do this correctly, without breaking a rule or forgetting a limitation here or there, so I am asking your help getting it right.
Looking forward to your input!
Zapp
I've perused plenty of existing discussion, including the following:
* http://slyflourish.com/acereraks_spells.html
* http://dmsworkshop.com/2018/08/10/tomb-of-annihilation-improving-acererak/
* http://www.giantitp.com/forums/showthread.php?549077-Time-Stop-in-Xanathar-s
* https://www.reddit.com/r/dndnext/comments/8ecgpz/best_use_of_time_stop/