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Worlds of Design: The Lost Art of Running Away
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<blockquote data-quote="R_Chance" data-source="post: 8066261" data-attributes="member: 55149"><p>The average for a 14th level magic user would be 35 hit points. He wouldn't use Lightning Bolt on the party and, with a Minor Globe of Invulnerability (4th level) no spell below 4th level could affect him. That includes Magic Missile, Lightning Bolt and Fireball. He can cast out as long as it passes the edge of the Globe, nothing 3rd level or below comes in (including the effects of an area spell). That covers everything they have as 6th level characters. It lasts one round per level of the caster. A Shield spell (1st level) blocks Magic Missile completely and provides armor of various levels against more mundane attacks. It lasts 5 rounds per level of the caster. In short if you knew, or guessed, you might throw down with intruders you could cast these before the encounter. This is AD&D / 1E btw for the spell effects. And, he can Teleport (5th level) or Dimension Door (4th level) out if need be and get prepped. Then look out. Unless he just grunts and leaves <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite8" alt=":D" title="Big grin :D" loading="lazy" data-shortname=":D" /></p><p></p><p>As for his attack, I mentioned the 6th level possibilities above; a Death Spell killing 3-8 characters of 5th-6th level, no save allowed, or a Disintegrate spell destroying, well disintegrating, everything in a 10' x 10' x 10' cube. Saving throw allowed on that one. The Death Spell is obviously the optimal attack for the 14th level magic user. Thinking back I'm not sure if Disintegrate, despite the area of effect, can target more than one creature. That's nagging me. There's Cloudkill (5th level, save or die - 5th level at -4, 6th level normal vs. poison) though, or just Fireball. 10D6 save for half damage. Crispy critters any magic users or thieves of 5th to 6th level. Not too much fun for other characters, especially if they fail their save (which most Fighting Men need 14, Clerics need 14, and Thieves need 13) will. Magic Users have about a 50% chance of making their save (12 if 5th level or 10 if 6th level), but half of that average 35 hp Fireball will kill most of them anyway at that level.</p><p></p><p>As I said it depends on the environment and circumstances. If the situation isn't extremely good for the lower level types they are in huge trouble. Anyway, without knowing a lot more (including the 14th level Magic users "load out" of spells) it's hard to say exactly how it would work out.</p></blockquote><p></p>
[QUOTE="R_Chance, post: 8066261, member: 55149"] The average for a 14th level magic user would be 35 hit points. He wouldn't use Lightning Bolt on the party and, with a Minor Globe of Invulnerability (4th level) no spell below 4th level could affect him. That includes Magic Missile, Lightning Bolt and Fireball. He can cast out as long as it passes the edge of the Globe, nothing 3rd level or below comes in (including the effects of an area spell). That covers everything they have as 6th level characters. It lasts one round per level of the caster. A Shield spell (1st level) blocks Magic Missile completely and provides armor of various levels against more mundane attacks. It lasts 5 rounds per level of the caster. In short if you knew, or guessed, you might throw down with intruders you could cast these before the encounter. This is AD&D / 1E btw for the spell effects. And, he can Teleport (5th level) or Dimension Door (4th level) out if need be and get prepped. Then look out. Unless he just grunts and leaves :D As for his attack, I mentioned the 6th level possibilities above; a Death Spell killing 3-8 characters of 5th-6th level, no save allowed, or a Disintegrate spell destroying, well disintegrating, everything in a 10' x 10' x 10' cube. Saving throw allowed on that one. The Death Spell is obviously the optimal attack for the 14th level magic user. Thinking back I'm not sure if Disintegrate, despite the area of effect, can target more than one creature. That's nagging me. There's Cloudkill (5th level, save or die - 5th level at -4, 6th level normal vs. poison) though, or just Fireball. 10D6 save for half damage. Crispy critters any magic users or thieves of 5th to 6th level. Not too much fun for other characters, especially if they fail their save (which most Fighting Men need 14, Clerics need 14, and Thieves need 13) will. Magic Users have about a 50% chance of making their save (12 if 5th level or 10 if 6th level), but half of that average 35 hp Fireball will kill most of them anyway at that level. As I said it depends on the environment and circumstances. If the situation isn't extremely good for the lower level types they are in huge trouble. Anyway, without knowing a lot more (including the 14th level Magic users "load out" of spells) it's hard to say exactly how it would work out. [/QUOTE]
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