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Protections for a high level wizard?
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<blockquote data-quote="nameless" data-source="post: 2510253" data-attributes="member: 1543"><p>No offense to the posters so far or the OP, but it's really futile to try and guard against every possible attack. There are a lot of powerful defensive spells, but there's always a chink in the armor, especially with as many spellcasters as you have. The fact that your party will get 5 actions to his one in combat means that they can knock down defenses faster than he can put them up.</p><p></p><p>Staying on the offense, using misdirection really is the best thing to do. Call minions and make the party fight them off. The PCs will use up offensive spells on the minions. Use illusions that the party has no reason to disbelieve (or even cast True Seeing), and they might waste a strong offensive option on the illusion. If he uses his cheap tricks (i.e. low-level spells) and the PCs use their expensive, high-level ones, he can turn the disadvantage to his favor. For a major battle, the PCs are going to try and prepare as much as they can, buff up, and use whatever temporary magic keeps them on top. They will slaughter him quickly no matter what if they're buffed to the hilt, so using delaying tactics like wall spells or fog spells gives him time to buff while the party's buffs run out.</p><p></p><p>Spells like nightmare also keep the sense of urgency on the PCs, if they want to rest and regain spells, it's a risk that they might get no new spells and get a 1d10 damage for their trouble.</p></blockquote><p></p>
[QUOTE="nameless, post: 2510253, member: 1543"] No offense to the posters so far or the OP, but it's really futile to try and guard against every possible attack. There are a lot of powerful defensive spells, but there's always a chink in the armor, especially with as many spellcasters as you have. The fact that your party will get 5 actions to his one in combat means that they can knock down defenses faster than he can put them up. Staying on the offense, using misdirection really is the best thing to do. Call minions and make the party fight them off. The PCs will use up offensive spells on the minions. Use illusions that the party has no reason to disbelieve (or even cast True Seeing), and they might waste a strong offensive option on the illusion. If he uses his cheap tricks (i.e. low-level spells) and the PCs use their expensive, high-level ones, he can turn the disadvantage to his favor. For a major battle, the PCs are going to try and prepare as much as they can, buff up, and use whatever temporary magic keeps them on top. They will slaughter him quickly no matter what if they're buffed to the hilt, so using delaying tactics like wall spells or fog spells gives him time to buff while the party's buffs run out. Spells like nightmare also keep the sense of urgency on the PCs, if they want to rest and regain spells, it's a risk that they might get no new spells and get a 1d10 damage for their trouble. [/QUOTE]
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Protections for a high level wizard?
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