Ways to beat a wizard:
1.) Immobilize
Spells - eg. Hold Person, Web, Entangle
Grappling - eg. combat action, improved grab (constrict) (swallow), improved grapple
Dexterity damage - eg. poison, ability drain, ability damage
Stunning - eg. Monks, Spells
2.) Silence
Spells - eg. silence
Suffocation - eg. drowning
3.) Theft
Components, Spell Book, scrolls
4.) Sleep
Spells - eg. nightmare
Encounters - run encounters while the party rests so that it interrupts the 8 hour period
Poison/Drugs - eg. caffeine overdose
Environment - inhospitable to sleeping
5.) Resistance to Spells
Spell Resistance
Saving Throws - boost with spells, feats, items, etc.
Immunities - trolls, dragons, elementals, outsiders, etc.
Spells - spell imunity, protection from elements, etc.
6.) Ability Damage
7.) Level Draining
8.) Ambush
9.) Lantern Archons!!! - have the equivalent 10th level wizard sorcerer summon a bunch of these baddies and have them all teleport without error to the wizard and ray of light the shiz out of the wizard. Just casting 2 5th level spells will yield on average 4 archons which each get 2 1d6 touch attack spells. With your friendly cleric (God knows there are enough of them in the Temple) casting recitation, bless, and a few other buff spells you get 8 d6 ray attacks probably each with +2 to +3 damage which should kill the wizard in one round.
10.) Summon Swarm cast by a Druid. Druid readies action to cast Summon Swarm on wizard when wizard begins casting. Wizard begins casting, druid summons swarm, wizards spell fails. Wizard then moves to get out of swarm. Next round, Druid moves swarm as MEA and then readies action to move swarm again, when wizard moves out of swarm to cast. Rinse and repeat. If the druid gets hasted while doing this he can move, attack, or cast other spells, while doing this.
11.) Wall of Force. Cast in front of wizard or as sphere around wizard (or hemisphere). Its invisible with no save. Unless wizard does spellcraft to know the spell, he won't even have a chance to know that it was cast, and moreover, even if he learns that it was cast probably won't think that it was cast around him. The next time he casts those evocation spells like fireball and lightning bolt, bye bye wizard. Each will take effect inside the wall of force and with those high DC's the wizard is sh.. out of luck.
12.) Spell Turning. Effect is obvious.
13.) Illusions - make wizard waste his spells
14.) Rogues - noninvisibly sneak towards wizard with nondetection cast on them and sneak attack after a summon monster 1 creature is cast in a flanking position by the rogue's ally.
15.) BBEG - evocation spells are usually good against multiple opponents but less effective against one really powerful enemy. Alter some encounters to beef up the baddies and reduce the number of underlings.
16.) Mage Killer - Monk Fighter with the following feats - improved initiative, combat reflexes, expert Tactician, death blow, improved unarmed strike, stunning attack, freeze the lifeblood, dodge, mobility, spring attack (should be able to get by 6th level - if using OA stuff) take ki straps that work for FtLB and increase wisdom AMAP. Altenatively go straight Monk and nix the SA chain - simply means mage killer won't be able to leave after pummeling the wizard.
17.) Rod of Absorption
18.) Magic Missiles. The equivalen level wizard with potion of haste, the item in one of the dragons that makes drinking a potion a free action and quicken spell could get off three of these in a suprise round dealing 15d4+15 damage probably killing the mage in one shot.
Hope that helps.
**Edit** - completely forgot to mention counterspells.
1.) Immobilize
Spells - eg. Hold Person, Web, Entangle
Grappling - eg. combat action, improved grab (constrict) (swallow), improved grapple
Dexterity damage - eg. poison, ability drain, ability damage
Stunning - eg. Monks, Spells
2.) Silence
Spells - eg. silence
Suffocation - eg. drowning
3.) Theft
Components, Spell Book, scrolls
4.) Sleep
Spells - eg. nightmare
Encounters - run encounters while the party rests so that it interrupts the 8 hour period
Poison/Drugs - eg. caffeine overdose
Environment - inhospitable to sleeping
5.) Resistance to Spells
Spell Resistance
Saving Throws - boost with spells, feats, items, etc.
Immunities - trolls, dragons, elementals, outsiders, etc.
Spells - spell imunity, protection from elements, etc.
6.) Ability Damage
7.) Level Draining
8.) Ambush
9.) Lantern Archons!!! - have the equivalent 10th level wizard sorcerer summon a bunch of these baddies and have them all teleport without error to the wizard and ray of light the shiz out of the wizard. Just casting 2 5th level spells will yield on average 4 archons which each get 2 1d6 touch attack spells. With your friendly cleric (God knows there are enough of them in the Temple) casting recitation, bless, and a few other buff spells you get 8 d6 ray attacks probably each with +2 to +3 damage which should kill the wizard in one round.
10.) Summon Swarm cast by a Druid. Druid readies action to cast Summon Swarm on wizard when wizard begins casting. Wizard begins casting, druid summons swarm, wizards spell fails. Wizard then moves to get out of swarm. Next round, Druid moves swarm as MEA and then readies action to move swarm again, when wizard moves out of swarm to cast. Rinse and repeat. If the druid gets hasted while doing this he can move, attack, or cast other spells, while doing this.
11.) Wall of Force. Cast in front of wizard or as sphere around wizard (or hemisphere). Its invisible with no save. Unless wizard does spellcraft to know the spell, he won't even have a chance to know that it was cast, and moreover, even if he learns that it was cast probably won't think that it was cast around him. The next time he casts those evocation spells like fireball and lightning bolt, bye bye wizard. Each will take effect inside the wall of force and with those high DC's the wizard is sh.. out of luck.
12.) Spell Turning. Effect is obvious.
13.) Illusions - make wizard waste his spells
14.) Rogues - noninvisibly sneak towards wizard with nondetection cast on them and sneak attack after a summon monster 1 creature is cast in a flanking position by the rogue's ally.
15.) BBEG - evocation spells are usually good against multiple opponents but less effective against one really powerful enemy. Alter some encounters to beef up the baddies and reduce the number of underlings.
16.) Mage Killer - Monk Fighter with the following feats - improved initiative, combat reflexes, expert Tactician, death blow, improved unarmed strike, stunning attack, freeze the lifeblood, dodge, mobility, spring attack (should be able to get by 6th level - if using OA stuff) take ki straps that work for FtLB and increase wisdom AMAP. Altenatively go straight Monk and nix the SA chain - simply means mage killer won't be able to leave after pummeling the wizard.
17.) Rod of Absorption
18.) Magic Missiles. The equivalen level wizard with potion of haste, the item in one of the dragons that makes drinking a potion a free action and quicken spell could get off three of these in a suprise round dealing 15d4+15 damage probably killing the mage in one shot.
Hope that helps.
**Edit** - completely forgot to mention counterspells.
Last edited: