How to fight a wiz

Azazu

First Post
Okay - so i dm this group -
We are running through the RttToEE. They just entered the Inner Fane.

My problem is that one of my players is way overpowered compared to the rest of the group.
He is a Sun Elf Wiz. With way jacked up stats. His point total is in the high forties and with the racial adjustments of +2 Int, +2 Dex and -4 Str. that adds to one bad ass Wiz.
He is currently 11th level and is killing everything in his path.

He is a specialist wizard with his focus on Evocation. "Battle Mage" at his finest. He has an enourmous amount of spells each day. Mostly very damaging area effect spells, with some shields and flys thrown in.

It makes some major problems, in that the encounters are way too easy with him blasting away, in that the monk and fighter dont get to do much work. Everything is dead by the time they get there. The wizard always seems to go first with his 20 dex and Imp. Init.

I was not the DM when his char was created as i think that i might have had a problem with his rolled stats. Everyone else in the group ranges from 32-36 pts.

Anyone got ideas in which to effectively fight the mage. Monsters and scenarios to use???

Later
 

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What exactly are his stats, primarily Intelligence? Usually all it takes to defeat a wizard is a few rounds of melee against a baddie with at least 80% more hit points and the sucker is dead.

EDIT: If the wizard is that much more powerful than the rest of the party, you might consider doing whatever you can to rescue the game. What it all comes down to is that having one uber-powerful player and 3 or 4 normal ones makes for a sucky game for the other 3 or 4.

You could energy drain the holy crap out of him, ability drain him till he's senseless and get those scores down. That would definately reign him in a bit.

You mentioned that he tends to kill everything before the rest of the party arives. That tells me he likes to charge ahead of everybody. If so, then this is perfect. Set up an Energy Drain trap and place some Intelligence draining monsters around. Beef up the monster as much as you can with an Ogre Mage and let the beastie drain away until your satisfied.
 
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Orco's got a point. Silence and Web spells are the bane or Wizards. And grapple ... always, always grapple him.

And if you're playing forgotten realms, areas of dead magic make a Wizard feel just useless.
 

None of this should be a problem for RttToEE. Lots of the main spellcasters have Enervation and the like on their list. Not to mention SR, as most are Clerics. You could also have them Summon energy resistant monsters from a distance and let them soak up his spells. Illusions would also work well.

The beholder could be fun for him as well. Have him park right behind a couple of rows of archers or spearmen, and your Wizard is going to be all but useless. Even his buff spells are not going to help for long as the party gets plinked to death. Adding GMW on the arrows would just be mean. No bonus to hit, but you'd add the damage as soon as it was out of the Anti-Magic field.
 
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stats

His stats are as follows

S 6 D 20 C 12 (14 with bracers of Health) I 22 (24 with headband) W 16 C 13

His spell dc's for evocations are 21 + spell level

He has greater spell focus.

I have a hard time beating them.
 

Antimagic shell, feeblemint, (minor) globe of invulnerability, evard's black tentacle trap, spell turning, etc.

Perhaps word gets around the ToEE (spread by surviving cultists and other baddies) that an elf wizard is loose in the catacombs kicking much ass. Have a cadre of archers with readied actions to shoot the wizard when he tries to cast a spell.

Counterspell! Counterspell! Counterspell! Even with Dispel Magic, it's pretty good.

More readied actions (as above, "I grapple the wizard when he begins spellcasting").

Also, keep in mind that you'll need to do these things with a bit of skill, so that it doesn't look like you're gunning for the wizard. If he thinks you're out to get him (specifically), he's likely to get mad. And with good reason! ;) So take care.
 

The sun elf gets +2 int, +2 dex -4 str :confused:

Heck even with bad rolls that's a set-up for an uber wizard. Is there a+ecl on that monstrosity.

Not having RTToEE I don't know the opposition, but if he likes busting out the fireball spell a lot, a well placed wall of force will cause it to detonate early. His high DCs will make his chance to save fairly small, and he's one roasted wizard.

Other than the other suggesitons so far, I'd say rogues. If he's decimating the opposition, the charred chunks lying all over the place with a consipicuous lack of sharp pointy trauma, should be a big clue to the opposition that the biggest threat to them is a wizard. Send out some rogues to sneak attack his punk d4hp butt. Have spell casters sitting with radied dispels to counter his spells, have all the archers direct their attacks at him, have the battle cry be Death to the pointed eared frufru wizard. The people in the temple should be reacting to his death dealing by now shouldn't they.
 

You got to hit him where it hurts so take him at his weakest points: HP and Fortitude Saves. With his 14 Con that is one of his weak points

Throw all your nasty spells that require fortitude saves at him, usually those are dmg spells or death attacks.

Take out the Buffs he has on with a Dispell Magic

Use your monsters to get to him quickly and grapple him. Grappling is a killer move against wizards no matter how high in level

Use wellplaced archers that target the wizard. Try to single him out

Antimagic Fields are always an option to scare the hell out of any wizard

to name but a few.........
 
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When wizards get full of themselves, Feeblemind is your friend.

For the base caster (or from a magic item), the save DC is 17. Arcane casters have a -4 penalty. Even if your sun elf has 18 Wisdom, he still needs a 10 or higher to save. It gets much worse if the enemy caster has high Int, Spell Focus, and/or Heighten Spell.

If you want to blatantly screw a wizard who takes the lead, put two or three rogues in the area, and give them scrolls of Feeblemind and Improved Invisibility. Even if the wiz figures out they're present, he can't use targeted spells on something he can't see, and area spells don't help much against rogues with evasion.
 

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