How to take over the world

KarinsDad

Adventurer
1) Become a Red Wizard, preferably an Illusionist, but without prohibited school of Illusions in other cases.
2) Get to 13th level.
3) Travel to a foreign land where few if any people know of Red Wizards.
4) Cast Simulacrum 5 times to create 5 duplicates of yourself.
5) Use Circle Magic to bump up your caster level.
6) When boosted, create many duplicates of powerful creatures up to twice your boosted caster level (i.e. the duplicates are many levels above your own). Pick powerful arcane spell casters and monsters to make duplicates of. Dragons are a good choice.
7) Use your small army of powerful duplicate creatures to take over a region big enough to gain you more gold on a continuing basis to create even more duplicates.
8) Continue your research, continue to gain experience, continue to make even more powerful duplicates as you go up levels, continue to take out more local regions.
9) Have the duplicates of yourself take over the work of constantly adding to your duplicate army.
10) Have the duplicates of yourself and other powerful spell casters start crafting magic items and performing spell research.
11) Repeat as necessary.
 

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MerakSpielman said:
Better hope the other Red Wizards don't catch on...

Hence the reason for step #3. By the time they do, the task of "eliminating the problem" should be so difficult (it's tough to teleport an entire army to the other side of the world) that they should not want to risk it (there are still all of those fun inter-group rivalries at home, hence, very few red wizards would want to dedicate too many resources to the task) until the rogue red wizard actually encroaches on their territory. By the time they realize their mistake and the rogue red wizard is knocking on Thay's doorstep, he should be so powerful that it doesn't really matter (at least if he doesn't get overeager and attempt to take out Thay before he is really ready).
 


KarinsDad said:
Hence the reason for step #3. By the time they do, the task of "eliminating the problem" should be so difficult (it's tough to teleport an entire army to the other side of the world) that they should not want to risk it (there are still all of those fun inter-group rivalries at home, hence, very few red wizards would want to dedicate too many resources to the task) until the rogue red wizard actually encroaches on their territory. By the time they realize their mistake and the rogue red wizard is knocking on Thay's doorstep, he should be so powerful that it doesn't really matter (at least if he doesn't get overeager and attempt to take out Thay before he is really ready).
I was more thinking that they'd start doing the exact same thing... :D

Actually, it's a little known fact, but there is really only one Red Wizard. The others are just clones. I.e., Thay is where they're already doing your plan.
 

MerakSpielman said:
I was more thinking that they'd start doing the exact same thing... :D

Actually, it's a little known fact, but there is really only one Red Wizard. The others are just clones. I.e., Thay is where they're already doing your plan.

Actually, there are probably several hundred Red Wizards. The single one who can cast illusions and the other few hundred or so that cannot and he lets live since they do not threaten him until they get to 17th level where they can cast Wish in order to cast Simulacrum. :)

Mostly, those hundred or so Red Wizards would be a barrier between him and the rest of the world. Why waste Simulacrums when those other little Red Wizards make great cannon fodder for all of those pesky adventuring types? ;)

Once one of them gets to 17th level, he casually sends in a small army of dragons and such to wipe them out and put a scare into the other Red Wizards. And, the only one who can cast Simulacrum is probably a Vampire or crumbly old Lich anyway (presumably you do not lose the Red Wizard PrC when you gain an undead template).
 


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