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Need help with a themed spell list
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<blockquote data-quote="roguerouge" data-source="post: 4212983" data-attributes="member: 13855"><p>Let me put in a vote for divide and conquer tactics. Presumably, with high level divinations and epic intelligence, he should know the party's coming, so he shouldn't spend the precious first round buffing.</p><p></p><p>Remember: this is his life we're dealing with here and it's a last stand. </p><p></p><p>He should start with having made deals with a number of extra-planar beings. Have him have used Gate and Greater Planar Ally liberally. Have him start the combat with a small horde of Air and Earth elementals to whirlwind and serve as melee grunts to support said extra-planar creatures. They're there to grapple and get in the way.</p><p></p><p>Then cast time stop. Then separate the party with as many walls of force and stone and prismatics as you can set up, preferably shaping the battlefield so that the casters are isolated from each other but not from the elementals and outsiders. </p><p></p><p>And have some areas of the room with teleportation circles that send them elsewhere on the plane, preferably somewhere nasty. "The circle itself is subtle and nearly impossible to notice. If you intend to keep creatures from activating it accidentally, you need to mark the circle in some way." Obviously, he knows where all of these are. </p><p></p><p>Maze a few people.</p><p></p><p>Your goals are to cut down on the PC's numerical advantage, prevent those that are there from working together, and move them around on the battlefield.</p></blockquote><p></p>
[QUOTE="roguerouge, post: 4212983, member: 13855"] Let me put in a vote for divide and conquer tactics. Presumably, with high level divinations and epic intelligence, he should know the party's coming, so he shouldn't spend the precious first round buffing. Remember: this is his life we're dealing with here and it's a last stand. He should start with having made deals with a number of extra-planar beings. Have him have used Gate and Greater Planar Ally liberally. Have him start the combat with a small horde of Air and Earth elementals to whirlwind and serve as melee grunts to support said extra-planar creatures. They're there to grapple and get in the way. Then cast time stop. Then separate the party with as many walls of force and stone and prismatics as you can set up, preferably shaping the battlefield so that the casters are isolated from each other but not from the elementals and outsiders. And have some areas of the room with teleportation circles that send them elsewhere on the plane, preferably somewhere nasty. "The circle itself is subtle and nearly impossible to notice. If you intend to keep creatures from activating it accidentally, you need to mark the circle in some way." Obviously, he knows where all of these are. Maze a few people. Your goals are to cut down on the PC's numerical advantage, prevent those that are there from working together, and move them around on the battlefield. [/QUOTE]
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