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<blockquote data-quote="Leatherhead" data-source="post: 6990229" data-attributes="member: 53176"><p>Cantrips (at will): <em>Blade Ward</em>, <em>Booming Blade</em>, ray of frost </p><p>1st level (4 slots): <em>Absorb Elements</em>, <em>Feather Fall</em>, shield, thunderwave </p><p>2nd level (3 slots): <em>Misty Step</em>, detect thoughts, invisibility, mirror image</p><p>3rd level (3 slots): <em>Blink</em>, counterspell, dispel magic, fireball </p><p>4th level (3 slots): <em>Polymorph</em>, dimension door </p><p>5th level (3 slots): <em>Wall of Force</em>, <em>Passwall</em> </p><p>6th level (1 slot): disintegrate, <em>Mass Suggestion</em></p><p>7th level (1 slot): finger of death, <em>Reverse Gravity</em> </p><p>8th level (1 slot): <em>Maze</em>, power word stun</p><p>9th level (1 slot): <em>Wish</em></p><p></p><p><em>Blade Ward</em> is good for a lich, it will basically double the amount of HP it has against your heavy melee units at the cost of one legendary action.</p><p><em>Booming Blade</em> is a control Cantrip that punishes people trying to move in combat, useful to keep people close to you or away from you.</p><p><em>Absorb Elements </em>is like shield, but for elemental damage, also a reaction, therefore one of the most useful level one spells ever.</p><p><em>Feather Fall</em> is part of the general "divide and conquer" theme. This lich has no less than two ways to make people fall, and it's basically a contingency plan if they somehow manage to suck him into his own trap.</p><p><em>Misty Step</em> is a bonus action teleport. Good use of action economy, and a great escape tool.</p><p><em>Blink</em> is a great movement spell that lets the lich "teleport" around the map.</p><p><em>Polymorph</em> The lich can now become any other creature of CR21 or less. Unfortunately, this spell is limited to beasts, but at least it's extra hit points and and a way to extend the encounter.</p><p><em>Wall of Force</em> Divide and conquer. If the wizard is several squares off from the rest of the party, get next to him (you have several options here), cast the spell, and enjoy the one-on-one spell battle cage match. Wizards are the only ones who can dispel this wall(with disintegrate no less), and he will be busy trying not to die fighting a legendary monster by his lonesome.</p><p><em>Passwall</em> Uses for this include opening the vat filled with deadly gas, or making a giant hole in the ground so that the melee people can't get next to you.</p><p><em>Mass Suggestion</em> Tell the entire party to "Go home to mommy where it is safe" Statistically speaking, one member of the party is going to fail this save, which is great because that is one person that the lich doesn't have to fight, until the rest of the party snaps them out of walking away somehow.</p><p><em>Reverse Gravity</em> I am betting most of your party can't fly, or at least can't fly without a spell. This will keep a part of the party out of their optimal combat range. Also can be combined with passwall to simply eject part of the party from the fight.</p><p><em>Maze</em> There is no saving throw on Maze, just an INT check. The barbarian or the fighter is basically out of the fight, and maybe one of the clerics could be edged out for a few rounds too. Don't use this first, save it for after one or more of the other party members are taken out of the fight.</p><p><em>Wish</em> It's <em>Wish</em>, what do you want to happen? That happens. Deadly options include forcing one of the PC's to fail a saving throw. Control options include creating a ball of solid adamantine around one of the clerics.</p></blockquote><p></p>
[QUOTE="Leatherhead, post: 6990229, member: 53176"] Cantrips (at will): [I]Blade Ward[/I], [I]Booming Blade[/I], ray of frost 1st level (4 slots): [I]Absorb Elements[/I], [I]Feather Fall[/I], shield, thunderwave 2nd level (3 slots): [I]Misty Step[/I], detect thoughts, invisibility, mirror image 3rd level (3 slots): [I]Blink[/I], counterspell, dispel magic, fireball 4th level (3 slots): [I]Polymorph[/I], dimension door 5th level (3 slots): [I]Wall of Force[/I], [I]Passwall[/I] 6th level (1 slot): disintegrate, [I]Mass Suggestion[/I] 7th level (1 slot): finger of death, [I]Reverse Gravity[/I] 8th level (1 slot): [I]Maze[/I], power word stun 9th level (1 slot): [i]Wish[/i] [I]Blade Ward[/I] is good for a lich, it will basically double the amount of HP it has against your heavy melee units at the cost of one legendary action. [I]Booming Blade[/I] is a control Cantrip that punishes people trying to move in combat, useful to keep people close to you or away from you. [I]Absorb Elements [/I]is like shield, but for elemental damage, also a reaction, therefore one of the most useful level one spells ever. [I]Feather Fall[/I] is part of the general "divide and conquer" theme. This lich has no less than two ways to make people fall, and it's basically a contingency plan if they somehow manage to suck him into his own trap. [I]Misty Step[/I] is a bonus action teleport. Good use of action economy, and a great escape tool. [I]Blink[/I] is a great movement spell that lets the lich "teleport" around the map. [I]Polymorph[/I] The lich can now become any other creature of CR21 or less. Unfortunately, this spell is limited to beasts, but at least it's extra hit points and and a way to extend the encounter. [I]Wall of Force[/I] Divide and conquer. If the wizard is several squares off from the rest of the party, get next to him (you have several options here), cast the spell, and enjoy the one-on-one spell battle cage match. Wizards are the only ones who can dispel this wall(with disintegrate no less), and he will be busy trying not to die fighting a legendary monster by his lonesome. [I]Passwall[/I] Uses for this include opening the vat filled with deadly gas, or making a giant hole in the ground so that the melee people can't get next to you. [I]Mass Suggestion[/I] Tell the entire party to "Go home to mommy where it is safe" Statistically speaking, one member of the party is going to fail this save, which is great because that is one person that the lich doesn't have to fight, until the rest of the party snaps them out of walking away somehow. [I]Reverse Gravity[/I] I am betting most of your party can't fly, or at least can't fly without a spell. This will keep a part of the party out of their optimal combat range. Also can be combined with passwall to simply eject part of the party from the fight. [I]Maze[/I] There is no saving throw on Maze, just an INT check. The barbarian or the fighter is basically out of the fight, and maybe one of the clerics could be edged out for a few rounds too. Don't use this first, save it for after one or more of the other party members are taken out of the fight. [I]Wish[/I] It's [I]Wish[/I], what do you want to happen? That happens. Deadly options include forcing one of the PC's to fail a saving throw. Control options include creating a ball of solid adamantine around one of the clerics. [/QUOTE]
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