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Red Wizard - What the hell was WotC smoking????
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<blockquote data-quote="Simulacrum" data-source="post: 1203493" data-attributes="member: 7749"><p>Sure and the Red Wizards with their vast army's, legions of undead (not to mention the legions of hell they can conjure), thousands of specialist killers lead by a big mob of superintelligent long time archmages and epic liches didnt do the same cheap tricks on your party?</p><p>looooooooooooool</p><p>Your DM is a little weak of mind.</p><p>Red Wizards wouldnt drop Fireballs at your party, they would disinitgrate them with DC's far over the 30ties....</p><p>(after they cast lots of wishes and timestop to make sure you have zero chance of survival, and or unleashing a good ton of Pit Fiends to slow your party to a whimsy crawl...)</p><p>If there was a way for a bunch of epic characters to defeat the Red's it would have allready happened long ago.</p><p>3 problems:</p><p>1.Thay is protected by a mythal similar magic that prevents scrying on them.</p><p>2. The Red Wizards should be played highly intelligent. As you have written, all of them should be naturally full of paranoia and not too easy to surprise...also they deal with devils and demons, thus they are the fathers of cheap and ugly tricks.</p><p>3. Red Wizards are ultra careful, as they tend to do dangerous business all the time. They should be permanently warded by essential spells like Arane Sight, See Invisibility and Contingency's. Thus it would make it pretty hard to actually kill them in battle, or even surpise them. Not to forget that the Red Wizards hav the biggest recources on magic available, they will quickly find a spell and a few items that will make short work out of most threats (see below)</p><p>(just for example, though arcane sight you can see instantly that someone is using spell turning against you. so you throw a high level but benefical spell against them (draining the reflective power) and having the spell rebound on yourself. Funky!)</p><p>Items like Ioun Stones that can absorb magic up to 8th level should be easily created by Red Wizards of high power and Rods of Cancelation and M's Disjunction should turn your party into helpless puppies after a few rounds...</p><p></p><p>If your epic party was that powerful, your DM should have made the Red Wizards at least 10 times as powerful. And lets not forget Szass Tam (and the other Zulkiers) who is to date undefeated in 1:1 combat (who owns netherese artifacts) is not amused by having to watch some whimpy mortals endanger his business...</p></blockquote><p></p>
[QUOTE="Simulacrum, post: 1203493, member: 7749"] Sure and the Red Wizards with their vast army's, legions of undead (not to mention the legions of hell they can conjure), thousands of specialist killers lead by a big mob of superintelligent long time archmages and epic liches didnt do the same cheap tricks on your party? looooooooooooool Your DM is a little weak of mind. Red Wizards wouldnt drop Fireballs at your party, they would disinitgrate them with DC's far over the 30ties.... (after they cast lots of wishes and timestop to make sure you have zero chance of survival, and or unleashing a good ton of Pit Fiends to slow your party to a whimsy crawl...) If there was a way for a bunch of epic characters to defeat the Red's it would have allready happened long ago. 3 problems: 1.Thay is protected by a mythal similar magic that prevents scrying on them. 2. The Red Wizards should be played highly intelligent. As you have written, all of them should be naturally full of paranoia and not too easy to surprise...also they deal with devils and demons, thus they are the fathers of cheap and ugly tricks. 3. Red Wizards are ultra careful, as they tend to do dangerous business all the time. They should be permanently warded by essential spells like Arane Sight, See Invisibility and Contingency's. Thus it would make it pretty hard to actually kill them in battle, or even surpise them. Not to forget that the Red Wizards hav the biggest recources on magic available, they will quickly find a spell and a few items that will make short work out of most threats (see below) (just for example, though arcane sight you can see instantly that someone is using spell turning against you. so you throw a high level but benefical spell against them (draining the reflective power) and having the spell rebound on yourself. Funky!) Items like Ioun Stones that can absorb magic up to 8th level should be easily created by Red Wizards of high power and Rods of Cancelation and M's Disjunction should turn your party into helpless puppies after a few rounds... If your epic party was that powerful, your DM should have made the Red Wizards at least 10 times as powerful. And lets not forget Szass Tam (and the other Zulkiers) who is to date undefeated in 1:1 combat (who owns netherese artifacts) is not amused by having to watch some whimpy mortals endanger his business... [/QUOTE]
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