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Player character lv 10 wizard who is also smart player how to challenge?
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<blockquote data-quote="Quickleaf" data-source="post: 7952337" data-attributes="member: 20323"><p><strong>Ways to make running NPC casters easier:</strong></p><ul> <li data-xf-list-type="ul">Reduce their spell selection to whatever you consider are the essentials. You realistically probably aren't going to need an arsenal of 12+ spells. All you really need are maybe 6-9 (if that).</li> <li data-xf-list-type="ul">Write out their spell descriptions in abbreviated one-line format so you can see at a glance what that NPC caster can do.</li> </ul><p>[SPOILER=Example of short-form spell descriptions]</p><p>In this case, this Red Wizard Diviner was exploring a ruined city while the PCs were exploring said city. Very much like the Nazis in Indiana Jones. The black circles / bold spells indicated spells she routinely cast, and thus would not have those spell slots available. In this case, because the Red Wizards were an ongoing enemy, I opted to give the Diviner the full spell compliment. However, if they'd been a one-shot enemy, I'd probably have reduced her total prepared spells by half (i.e. down to 9).</p><p></p><p><strong>Cantrips: </strong><em>Green Flame Blade, Light, Mage Hand, Message, True Strike*</em></p><p><strong>1st Level (O O O </strong><img class="smilie smilie--emoji" alt="⚫" src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/26ab.png" title="Black circle :black_circle:" data-shortname=":black_circle:" loading="lazy" width="64" height="64" />︎<strong>)</strong></p><ul> <li data-xf-list-type="ul"><em>Detect Magic* </em>[ritual]</li> <li data-xf-list-type="ul"><em>Feather Fall: </em>reaction; 60’; 1 min; 5 falling creatures instead descend 60’ per round, taking no damage.</li> <li data-xf-list-type="ul"><em><strong>Mage Armor</strong>:</em> 1 hr, armor-less target gains AC 13 + DEX.</li> </ul><p><strong>2nd Level (O O </strong><img class="smilie smilie--emoji" alt="⚫" src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/26ab.png" title="Black circle :black_circle:" data-shortname=":black_circle:" loading="lazy" width="64" height="64" />︎<strong>)</strong></p><ul> <li data-xf-list-type="ul"><em><strong>Detect Thoughts*</strong>: </em>30’; Conc. 1 min; surface > DC 15 WIS save.</li> <li data-xf-list-type="ul"><em>Locate Object*: </em>Conc. 10 min; sense familiar object 1,000 ft.</li> <li data-xf-list-type="ul"><em>Mind Spike*: </em>60’; Conc. 1 hr; 3d8 psychic, DC 15 WIS half, on fail always know target’s location while on same plane.</li> </ul><p><strong>3rd Level (O O </strong><img class="smilie smilie--emoji" alt="⚫" src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/26ab.png" title="Black circle :black_circle:" data-shortname=":black_circle:" loading="lazy" width="64" height="64" />︎<strong>)</strong></p><ul> <li data-xf-list-type="ul"><em><strong>Clairvoyance*</strong>: </em>10 min; 1 mile; Conc. 10 min; invisible sensor.</li> <li data-xf-list-type="ul"><em>Fly: </em>Conc. 10 min; touched creatures gains fly 60 ft.</li> <li data-xf-list-type="ul"><em>Fireball:</em> 150’, 20-ft radius sphere, 8d6 fire, DC 15 DEX save for half damage.</li> </ul><p><strong>4th Level (O O </strong><img class="smilie smilie--emoji" alt="⚫" src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/26ab.png" title="Black circle :black_circle:" data-shortname=":black_circle:" loading="lazy" width="64" height="64" />︎<strong>)</strong></p><ul> <li data-xf-list-type="ul"><em><strong>Arcane Eye*</strong>: </em>30’; Conc. 1 hr; invisible darkvision eye, 30 ft.</li> <li data-xf-list-type="ul"><em>Ice Storm: </em>300’; 20’ radius, 40’ high cylinder, 2d8 bludg. + 3d6 cold damage, DC 15 DEX save half, difficult terrin u.e.o.y.n.t.</li> <li data-xf-list-type="ul"><em>Stoneskin:</em> Conc. 1 hr, resistance non-magic B/P/S damage.</li> </ul><p><strong>5th Level (O </strong><img class="smilie smilie--emoji" alt="⚫" src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/26ab.png" title="Black circle :black_circle:" data-shortname=":black_circle:" loading="lazy" width="64" height="64" />︎<strong>)</strong></p><ul> <li data-xf-list-type="ul"><em><strong>Rary’s Telepathic Bond*</strong>: </em>[ritual] 30’; 1 hr; link 8 willing creatures.</li> <li data-xf-list-type="ul"><em>Scrying*: </em>10 min; Conc. 10 min; see PHB 273</li> </ul><p><strong>6th Level (O)</strong></p><ul> <li data-xf-list-type="ul"><em>Mass Suggestion: </em>60’; 24 hrs; 12 creatures DC 15 WIS save.</li> <li data-xf-list-type="ul"><em>True Seeing*: </em>1 hr; touched creature Truesight 120 ft.</li> </ul><p><strong>7th Level (O)</strong></p><ul> <li data-xf-list-type="ul"><em>Delayed Blast Fireball: </em>150’; Conc. 1 min; 20-ft radius sphere, 12d6 fire, DC 15 DEX save for half damage; +1d6 delay…</li> <li data-xf-list-type="ul"><em>Teleport:</em> her and 8 allies within 10’, see PHB 281</li> </ul><p>[/SPOILER]</p><p></p><p><strong>Things that make <em>counterspell </em>interesting:</strong></p><ul> <li data-xf-list-type="ul">Foreshadow the possibility of a <em>counterspell </em>using enemy, and include NPC/scenario-specific ways to "deactivate" the enemy's <em>counterspell </em>ability (e.g. getting an aasimar divine soul sorcerer to lie might prevent him from <em>counterspelling </em>for a time, while a necromancer might be prevented by stealing the special skull arcane focus he uses for <em>counterspelling</em>).</li> <li data-xf-list-type="ul">Have dramatic side effects every time <em>counterspell </em>is cast. Think Harry Potter wizard duels. When an enemy counters his <em>fireball, </em>maybe sparks go flying midway between the two wizards, igniting combustible materials or causing a curtain of steam upon contact with water.</li> <li data-xf-list-type="ul">To enforce caster themes, only have enemy casters counter spells which are appropriate to their theme (e.g. a fire or water mage – or an abjurer, I guess – might reasonably counter a <em>fireball</em>, but if the mage is an enchanter, I would not have them case <em>counterspell</em> vs a <em>fireball</em>, even if they could).</li> <li data-xf-list-type="ul">Create environments & enemies that interact with the <em>counterspell </em>rules. For instance, I had fire mages who, if they successfully countered your spell, you took d6 fire damage per level of the spell you attempted to cast. They were paired with a magically charged citadel which – the more <em>counterspell </em>was cast – the greater the odds that the next <em>counterspell </em>would cause a magical eruption that birthed a living spell.</li> </ul><p></p><p><strong>Things that muck with the <em>greater invisibility + fireball</em> tactic:</strong></p><ul> <li data-xf-list-type="ul">An invisible wizard with a poor (or no) Stealth roll being noticed by monsters with good passive Perception. Invisible =/= Hidden.</li> <li data-xf-list-type="ul">Determine starting encounter distance randomly and/or using terrain or weather conditions that make encounters start much closer than 150 feet away (fireball range). Looking at the official DM screen most encounters start much closer than that.</li> <li data-xf-list-type="ul">Monsters with blindsight, tremorsense, or truesight.</li> <li data-xf-list-type="ul">Monsters with Spell Reflection (e.g. spectator).</li> <li data-xf-list-type="ul">Storms or other ongoing hazardous environments / damaging terrain that force concentration checks</li> <li data-xf-list-type="ul">Having innocents or creatures whom PCs are being paid to rescue among the monsters. Using tents and limiting line of sight to make targeting with a <em>fireball </em>a generally risky proposition.</li> <li data-xf-list-type="ul">Present combat objectives that are not just "kill all monsters." For instance, if the PCs need to keep a low profile (e.g. to avoid alerting a larger enemy force or to avoid violating a treaty) then <em>fireball </em>should be avoided unless absolutely necessary.</li> </ul><p><strong>Handling Banishment, Polymorph, or Wall of Force on Solo Monsters</strong></p><ul> <li data-xf-list-type="ul">Unless the monster is intended to be a boss, I view using these sorts of spells to circumvent a fight with a troll as an entirely appropriate use of the player's resources. After all, the spell might fail (due to the monster succeeding a save), and the wizard has expended a resource.</li> <li data-xf-list-type="ul">Look at how many encounters you're running the players through each adventuring day. If it is routinely falling considerably short of 6-8 encounters (which the game is built around), then I recommend making the few encounters you do run <em>much more dangerous. </em>That way expending resources like spell slots will matter.</li> <li data-xf-list-type="ul">If it's a boss monster, then these are the sorts of spells to use Legendary Resistance to automatically save against. If the boss monster lacks Legendary Resistances, then it needs more customized defenses – maybe it has the power to planeshift on its own will in a way that breaks <em>banishment, </em>or maybe it has the golem's Immutable Form trait making it immune to <em>polymorphing, </em>or maybe it can burrow or fly or teleport or cast <em>dispel magic </em>to escape a <em>wall of force.</em></li> </ul></blockquote><p></p>
[QUOTE="Quickleaf, post: 7952337, member: 20323"] [B]Ways to make running NPC casters easier:[/B] [LIST] [*]Reduce their spell selection to whatever you consider are the essentials. You realistically probably aren't going to need an arsenal of 12+ spells. All you really need are maybe 6-9 (if that). [*]Write out their spell descriptions in abbreviated one-line format so you can see at a glance what that NPC caster can do. [/LIST] [SPOILER=Example of short-form spell descriptions] In this case, this Red Wizard Diviner was exploring a ruined city while the PCs were exploring said city. Very much like the Nazis in Indiana Jones. The black circles / bold spells indicated spells she routinely cast, and thus would not have those spell slots available. In this case, because the Red Wizards were an ongoing enemy, I opted to give the Diviner the full spell compliment. However, if they'd been a one-shot enemy, I'd probably have reduced her total prepared spells by half (i.e. down to 9). [B]Cantrips: [/B][I]Green Flame Blade, Light, Mage Hand, Message, True Strike*[/I] [B]1st Level (O O O [/B]⚫︎[B])[/B] [LIST] [*][I]Detect Magic* [/I][ritual] [*][I]Feather Fall: [/I]reaction; 60’; 1 min; 5 falling creatures instead descend 60’ per round, taking no damage. [*][I][B]Mage Armor[/B]:[/I] 1 hr, armor-less target gains AC 13 + DEX. [/LIST] [B]2nd Level (O O [/B]⚫︎[B])[/B] [LIST] [*][I][B]Detect Thoughts*[/B]: [/I]30’; Conc. 1 min; surface > DC 15 WIS save. [*][I]Locate Object*: [/I]Conc. 10 min; sense familiar object 1,000 ft. [*][I]Mind Spike*: [/I]60’; Conc. 1 hr; 3d8 psychic, DC 15 WIS half, on fail always know target’s location while on same plane. [/LIST] [B]3rd Level (O O [/B]⚫︎[B])[/B] [LIST] [*][I][B]Clairvoyance*[/B]: [/I]10 min; 1 mile; Conc. 10 min; invisible sensor. [*][I]Fly: [/I]Conc. 10 min; touched creatures gains fly 60 ft. [*][I]Fireball:[/I] 150’, 20-ft radius sphere, 8d6 fire, DC 15 DEX save for half damage. [/LIST] [B]4th Level (O O [/B]⚫︎[B])[/B] [LIST] [*][I][B]Arcane Eye*[/B]: [/I]30’; Conc. 1 hr; invisible darkvision eye, 30 ft. [*][I]Ice Storm: [/I]300’; 20’ radius, 40’ high cylinder, 2d8 bludg. + 3d6 cold damage, DC 15 DEX save half, difficult terrin u.e.o.y.n.t. [*][I]Stoneskin:[/I] Conc. 1 hr, resistance non-magic B/P/S damage. [/LIST] [B]5th Level (O [/B]⚫︎[B])[/B] [LIST] [*][I][B]Rary’s Telepathic Bond*[/B]: [/I][ritual] 30’; 1 hr; link 8 willing creatures. [*][I]Scrying*: [/I]10 min; Conc. 10 min; see PHB 273 [/LIST] [B]6th Level (O)[/B] [LIST] [*][I]Mass Suggestion: [/I]60’; 24 hrs; 12 creatures DC 15 WIS save. [*][I]True Seeing*: [/I]1 hr; touched creature Truesight 120 ft. [/LIST] [B]7th Level (O)[/B] [LIST] [*][I]Delayed Blast Fireball: [/I]150’; Conc. 1 min; 20-ft radius sphere, 12d6 fire, DC 15 DEX save for half damage; +1d6 delay… [*][I]Teleport:[/I] her and 8 allies within 10’, see PHB 281 [/LIST] [/SPOILER] [B]Things that make [I]counterspell [/I]interesting:[/B] [LIST] [*]Foreshadow the possibility of a [I]counterspell [/I]using enemy, and include NPC/scenario-specific ways to "deactivate" the enemy's [I]counterspell [/I]ability (e.g. getting an aasimar divine soul sorcerer to lie might prevent him from [I]counterspelling [/I]for a time, while a necromancer might be prevented by stealing the special skull arcane focus he uses for [I]counterspelling[/I]). [*]Have dramatic side effects every time [I]counterspell [/I]is cast. Think Harry Potter wizard duels. When an enemy counters his [I]fireball, [/I]maybe sparks go flying midway between the two wizards, igniting combustible materials or causing a curtain of steam upon contact with water. [*]To enforce caster themes, only have enemy casters counter spells which are appropriate to their theme (e.g. a fire or water mage – or an abjurer, I guess – might reasonably counter a [I]fireball[/I], but if the mage is an enchanter, I would not have them case [I]counterspell[/I] vs a [I]fireball[/I], even if they could). [*]Create environments & enemies that interact with the [I]counterspell [/I]rules. For instance, I had fire mages who, if they successfully countered your spell, you took d6 fire damage per level of the spell you attempted to cast. They were paired with a magically charged citadel which – the more [I]counterspell [/I]was cast – the greater the odds that the next [I]counterspell [/I]would cause a magical eruption that birthed a living spell. [/LIST] [B]Things that muck with the [I]greater invisibility + fireball[/I] tactic:[/B] [LIST] [*]An invisible wizard with a poor (or no) Stealth roll being noticed by monsters with good passive Perception. Invisible =/= Hidden. [*]Determine starting encounter distance randomly and/or using terrain or weather conditions that make encounters start much closer than 150 feet away (fireball range). Looking at the official DM screen most encounters start much closer than that. [*]Monsters with blindsight, tremorsense, or truesight. [*]Monsters with Spell Reflection (e.g. spectator). [*]Storms or other ongoing hazardous environments / damaging terrain that force concentration checks [*]Having innocents or creatures whom PCs are being paid to rescue among the monsters. Using tents and limiting line of sight to make targeting with a [I]fireball [/I]a generally risky proposition. [*]Present combat objectives that are not just "kill all monsters." For instance, if the PCs need to keep a low profile (e.g. to avoid alerting a larger enemy force or to avoid violating a treaty) then [I]fireball [/I]should be avoided unless absolutely necessary. [/LIST] [B]Handling Banishment, Polymorph, or Wall of Force on Solo Monsters[/B] [LIST] [*]Unless the monster is intended to be a boss, I view using these sorts of spells to circumvent a fight with a troll as an entirely appropriate use of the player's resources. After all, the spell might fail (due to the monster succeeding a save), and the wizard has expended a resource. [*]Look at how many encounters you're running the players through each adventuring day. If it is routinely falling considerably short of 6-8 encounters (which the game is built around), then I recommend making the few encounters you do run [I]much more dangerous. [/I]That way expending resources like spell slots will matter. [*]If it's a boss monster, then these are the sorts of spells to use Legendary Resistance to automatically save against. If the boss monster lacks Legendary Resistances, then it needs more customized defenses – maybe it has the power to planeshift on its own will in a way that breaks [I]banishment, [/I]or maybe it has the golem's Immutable Form trait making it immune to [I]polymorphing, [/I]or maybe it can burrow or fly or teleport or cast [I]dispel magic [/I]to escape a [I]wall of force.[/I] [/LIST] [/QUOTE]
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