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Tips on keeping track of enemy spells
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<blockquote data-quote="pdzoch" data-source="post: 6976780" data-attributes="member: 80982"><p><strong>Walock of the Fiend supported by two Enchanters</strong></p><p></p><p>[MENTION=6685730]DMMike[/MENTION], that's the approach I've decided to take. Typically, I do not want to over plan any encounter, but generally most creatures only have a few actions they can take anyway. Spell casters add numerous more options, and if you include multiple spellcasters, well ... its a lot of action to account for. I've decided that planning the encounter in more detail is not so much planning as it is managing. I recall reading in several published adventures modules guidance to the DM on how to play particular spellcaster enemies. That guidance usually included order of spells to cast and when to cast other spells.</p><p></p><p>For this particular encounter, I have a Warlock of the Fiend and two Enchanters (both from Volo's Guide to Monsters) in an enchanting room performing a ritual the players are supposed to disrupt.</p><p></p><p>The Warlock of the Fiend has the following spells: </p><p><em>Alter self, False life, Levitate, Mage armor, Silent image </em>- which he can cast at will as an innate ability.</p><p><em>Feeble mind, Finger of death, plane shift </em>-- which he can cast once per day as an innate ability.</p><p><em>Eldritch blast, Fire bolt, Friends, Mage hand, Minor illusion, Prestidigitation</em> -- cantrips</p><p><em>Shocking Grasp, Banishment, Burning hands, Flame strike, Hellish rebuke, Magic circle, Scorching ray, Scrying, Stinking cloud, Suggestion, Wall of fire</em> -- spells which he has 4 spell slots to use.</p><p></p><p>The two enchanters have the following spells:</p><p><em>Friends, Mage hand, Mending, Message </em>-- cantrips</p><p><em>Charm person. Mage armor, Magic missile</em> - 4 slots</p><p><em>Hold person, Invisibility, Suggestion </em>- 3 slots</p><p><em>Fireball, Haste, Tongues</em> - 3 slots</p><p><em>Dominate beast, Stoneskin</em> - 3 slots</p><p><em>Hold monster</em> - 2 slots</p><p></p><p>Keeping track of the concentration spells will be key.</p><p></p><p>The room is a large cave, with a pit in the center (source of magic powers for the rituals). There are five exits to the cavern, one of which leads out of the dungeon, and one of which the players will enter.</p><p></p><p>So here is how I see the fight playing out: (W)arlock, and (E)chanters</p><p></p><p>Spell 1 -- (W) <em>Stinking Cloud</em>; (E) <em>Charm Person </em>(if first to act)</p><p>Spell 2 -- (W) <em>Feeblemind </em>(Targets a spell caster); (E) <em>Mage Armor </em> </p><p>Spell 3 -- (W) <em>Finger of Death </em>(Targets closest threat); (E) <em>Hold Person</em> (target those outside of cloud first, then fighters in cloud second)</p><p>Spell 4 -- (W) <em>Firebolt</em>; (E) <em>Fireball </em>(if room to avoid damage to allies)</p><p>Spell 5 -- (W) <em>Flame Strike</em>; (E) <em>Dominate Beast</em> (if animal present, or druid wild shape)</p><p>Spell 6 -- (W) <em>Wall of Fire</em> (Once Stinking Cloud is ineffective); (E) <em>Stoneskin</em> (if hold person not working and enemies are closing)</p><p>Spell 7 -- (W) <em>Levitate</em> to move out of range/<em>Shocking Grasp</em> if too late; (E) <em>Fireball </em>(again if room to avoid damage to allies)</p><p>Spell 8 -- (W) <em>Banishment </em>to remove threat from allies; (E) <em>Magic Missile</em> otherwise</p><p>Spell 9 -- (W) <em>Burning Hands</em> if friendly out of range and slot available; (E) <em>Invisibility </em>or <em>Haste </em>(to escape to Mage for the Plane Shift)</p><p>Spell 10 -- (W) <em>Scorching Ray</em> if slot available</p><p>Spell 11 -- (W) <em>Hellish Rebuke</em> if slot available</p><p>Spell 12 -- (W) <em>Eldritch Blast </em>otherwise</p><p>Spell 13 -- (W) <em>Plane Shift </em>(escape with allies)</p><p></p><p>Any thoughts on this spell sequence for the Mage and his Enchanters?</p><p></p><p>[I would have used a table, but I could not get it to work on this post for some strange reason]</p></blockquote><p></p>
[QUOTE="pdzoch, post: 6976780, member: 80982"] [b]Walock of the Fiend supported by two Enchanters[/b] [MENTION=6685730]DMMike[/MENTION], that's the approach I've decided to take. Typically, I do not want to over plan any encounter, but generally most creatures only have a few actions they can take anyway. Spell casters add numerous more options, and if you include multiple spellcasters, well ... its a lot of action to account for. I've decided that planning the encounter in more detail is not so much planning as it is managing. I recall reading in several published adventures modules guidance to the DM on how to play particular spellcaster enemies. That guidance usually included order of spells to cast and when to cast other spells. For this particular encounter, I have a Warlock of the Fiend and two Enchanters (both from Volo's Guide to Monsters) in an enchanting room performing a ritual the players are supposed to disrupt. The Warlock of the Fiend has the following spells: [I]Alter self, False life, Levitate, Mage armor, Silent image [/I]- which he can cast at will as an innate ability. [I]Feeble mind, Finger of death, plane shift [/I]-- which he can cast once per day as an innate ability. [I]Eldritch blast, Fire bolt, Friends, Mage hand, Minor illusion, Prestidigitation[/I] -- cantrips [I]Shocking Grasp, Banishment, Burning hands, Flame strike, Hellish rebuke, Magic circle, Scorching ray, Scrying, Stinking cloud, Suggestion, Wall of fire[/I] -- spells which he has 4 spell slots to use. The two enchanters have the following spells: [I]Friends, Mage hand, Mending, Message [/I]-- cantrips [I]Charm person. Mage armor, Magic missile[/I] - 4 slots [I]Hold person, Invisibility, Suggestion [/I]- 3 slots [I]Fireball, Haste, Tongues[/I] - 3 slots [I]Dominate beast, Stoneskin[/I] - 3 slots [I]Hold monster[/I] - 2 slots Keeping track of the concentration spells will be key. The room is a large cave, with a pit in the center (source of magic powers for the rituals). There are five exits to the cavern, one of which leads out of the dungeon, and one of which the players will enter. So here is how I see the fight playing out: (W)arlock, and (E)chanters Spell 1 -- (W) [I]Stinking Cloud[/I]; (E) [I]Charm Person [/I](if first to act) Spell 2 -- (W) [I]Feeblemind [/I](Targets a spell caster); (E) [I]Mage Armor [/I] Spell 3 -- (W) [I]Finger of Death [/I](Targets closest threat); (E) [I]Hold Person[/I] (target those outside of cloud first, then fighters in cloud second) Spell 4 -- (W) [I]Firebolt[/I]; (E) [I]Fireball [/I](if room to avoid damage to allies) Spell 5 -- (W) [I]Flame Strike[/I]; (E) [I]Dominate Beast[/I] (if animal present, or druid wild shape) Spell 6 -- (W) [I]Wall of Fire[/I] (Once Stinking Cloud is ineffective); (E) [I]Stoneskin[/I] (if hold person not working and enemies are closing) Spell 7 -- (W) [I]Levitate[/I] to move out of range/[I]Shocking Grasp[/I] if too late; (E) [I]Fireball [/I](again if room to avoid damage to allies) Spell 8 -- (W) [I]Banishment [/I]to remove threat from allies; (E) [I]Magic Missile[/I] otherwise Spell 9 -- (W) [I]Burning Hands[/I] if friendly out of range and slot available; (E) [I]Invisibility [/I]or [I]Haste [/I](to escape to Mage for the Plane Shift) Spell 10 -- (W) [I]Scorching Ray[/I] if slot available Spell 11 -- (W) [I]Hellish Rebuke[/I] if slot available Spell 12 -- (W) [I]Eldritch Blast [/I]otherwise Spell 13 -- (W) [I]Plane Shift [/I](escape with allies) Any thoughts on this spell sequence for the Mage and his Enchanters? [I would have used a table, but I could not get it to work on this post for some strange reason] [/QUOTE]
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