The problem is that you're running RttToEE, which means "dungeon crawl". A lot of fighting will go on in dungeons.
Frankly, I hate the unenforcable "four encounters per day" stuff. I've never seen a group allow that.
Bauglir said:
I had a problem in a recent game with a sorcerer. (levels 9-11ish)
The first problem was that he nigh untouchable, mostly due to improved invisibility and fly effects which he would maintain near constantly. (This was much easier in 3e where the durations were longer, and even a duration of 1m/level on improved invis could last through multiple encounters in a dungeon).
I've always felt Greater Invisibility was pretty broken. My mage character doesn't use it.
His tactic was usually to set up some distance from the combat, often around a corner and summon creatures to fight.
I used a similar tactic, although I never cast more than one summon spell, to keep combat from grinding down. My DM is tactically inexperienced when it comes to killing spellcasters, as well. (He's the only DM I know who runs fighter-type NPCs better than mage-types.)
You have to mix up the pre-written encounters to take this into account. Don't bother trying to "scry" or "scout" the party, as it won't work. (I see that advice all the time, as if nobody in the party has Spot.) Instead, use a group with a spellcaster, and have that spellcaster tell his compatriots how to kill other spellcasters. (Ahead of combat, of course.)
Now attack from two directions, like ... around the corner! The mage won't be moving much if he's summoning stuff, and feel free to use a
potion of see invisibility. I take it your mage isn't smart enough to use
nondetection as well to foil this easy tactic?
Or, failing that, use a couple of wizards with
see invisible and
baleful polymorph or other nasty save-or-suffer spells. (Do not use
feeblemind! It's obvious, and almost useless against a wide variety of creatures. Do use
enervation if you don't think it's broken. It's bad against fighters but murder against mages.)
If he dies, the problem is solved... but I doubt that's going to happen. (Besides, killing PCs is bad DMing.) But you have to admit it would be convenient.
More seriously, once you've smacked him down, start distributing
potions of see invisibility among the bad guys. Those things are
really cheap.
Whose gear inflated party wealth hugely as new characters were made. And most of that wealth ended up in one place. At one point I think he had over 150,000GP worth of equipment..
Since no one is being raised from the dead, this sounds like killing him would be very convenient

But that's not really allowed.
Does anyone have any advice as to how a character like this can be controlled, to keep the game fun for everyone?
Alter your campaign - set time dependent goals that can't be teleported to, as the players don't know exactly where the goal is.
Don't forget to pre-emptively strike against tactics such as ethereal travel. (Eventually your players will figure this out. Find some interesting and nasty looking ethereal monsters - make up a template if you have to - and station them at vulnerable points in the Ethereal Plane. Smart BBEGs will have thought of that ahead of time, so it's not cheating.) Think of other such tactics and strike at them, too.
Bauglir said:
I wanted to address this point. How do I stop a PC taking other PCs' gear? That's entirely in the control of the surviving PCs. And it's pretty hard to make a case for NOT gathering equipment to help you survive in a dungeon full of dangerous monsters.
The DnD designers assumed death was infrequent. Say the gear stops functioning - now you've got some magical armor and some pretty looking rings. Well, that's what I'd do, but I'm sick of the overuse of magic items to begin with...
Pntbllr said:
How did he carry it all? Or where did he keep it? It sounds very tempting for thieves.
Unless the thieves are clairvoyant, they can't know the value of his stuff.
SBMC said:
However in this case don’t the other PC’s get a bit ticked about this guy hanging back? I mean he can’t be casting rays, area effects, buff spells or anything else whilst hiding around a corner?
I'm a cowardly, selfish mage in my Eberron games, and this tactic doesn't seem to harm the party. (The elven warrior even congratulated me on my tactics out of game. Well, obviously he isn't an elf in real life.)
The mage in questino summons while hanging around a corner. I tend to use save-or-suffer spells like
glitterdust and only use direct damage if there's space to do so - which is rare. The rogue grins so much anytime I blind someone that he, at least, isn't going to complain about my tactics. So no, I'm not seeing why other PCs would get ticked.
PS I don't buff other PCs.
Sorcerers do have some melee ability.
This is a joke, right?
Sure he summons the monsters but then is he considered having done his part by the others?
If he's summoning something virtually every round, the answer would be yes. Frankly, summons take up a lot of time (they give the sorcerer many actions). I think the other PCs would be upset if he summons more monsters, as that takes away from their time. Besides, once you gain some levels, the summons start to get powerful, and make a big contribution to the battle. And finally, you can't expect the sorcerer to
want to run out of spells until an obvious BBEG battle crops us. The other PCs have to know that, at some point, the sorcerer will need to have some saved up spells to save their lives.
Another thought - Use golems – many golems. Golems that come from all over the place.
I don't know this sorcerer, but I do know golems do
not scare my wizard. I prepare spells that don't allow SR as a matter of course, giving me the ability to handle creatures with SR and golems ... and
O's resilient sphere is useful all the time, anyway.
Besides, isn't that a cure that's worse than the disease? It'll be obvious to the sorc player what's going on, and it screws any rogue and cleric PCs as well.
Ya see the key might be to not have a corner for him to hide behind – or perhaps having one of those very nasty traps so well hidden it is almost impossible to detect - that sort of gets sprung magically if an arcane caster comes in the room.
This is much better advice. The trap that activates if an arcane caster walks into the room is kind of cheesy - change it to activate when an arcane spell is cast in the room. That's a bit more fair and cleaves closer to the rules. But don't overuse that.
The corner trick is harder to do, as the DM doesn't get to make his own terrain in this campaign, but locking doors sounds like it will work.
Li Shenron said:
The other issue is that this player is probably over-defensive. Again I don't know what to say, no one wants to die, so why should he? There are however many opportunities to locate an encounter in a way that the Sorcerer can't simply stay far or escape: ambushes, enclosed spaces, more opponents coming from different directions...
Same here. I can empathise with this player because I'm the same way. I also know how to screw myself in these situations, however. I've even told some of these secrets to my DM

and I did get chopped up by a warforged barbarian once. (I still too hardly any damage.)
How is more encounters a blatant railroading? Is it really so difficult to concentrate battles in a shorter time?
Yes, over a short time or even over the whole day. Or perhaps I should say (as a former DM) that it's hard to come up with four interesting and compelling encounters in a day.
One of the reasons I switched to running D20 Modern is that I don't have to do four encounters per day. Yay!
What about using several low-level encounters (not immediately recognizable as such)? This typically leads casters to waste a few spells, without wasting the warriors' resources (i.e. hit points).
Use kobolds. Give them a few rogues and sorcerers. I think that might work for Bauglir. It didn't really work for me, however.