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Originally Posted by
bloodtide
This is not so hard. First though, you need to be in a game that does not allow the '15 minute day cheat' or the 'everything is in stasis until a fight happens cheat' or a 'knowledge roll/spell tells a player everything cheat' and other such cheats that allow a wizard to be over powerful.
Yes, unfortunately the rules are specialized for casters... So we have to completely boot all of the rules just to make it fair for everyone else.
Quote:
Originally Posted by
bloodtide
1.Wear the wizard down. This is simple enough. You simply force the wizard into combat more then they can handle in a day. No matter what level the wizard is, they only have so many spells. And so many magic item uses and charges and such. So all you need do is push the wizard past that limit. Attack the wizard ten times in one day. For example have the first attack at 5 am, then the next at 7 am, the next at 9am and the next at 11 am and so on. That way the wizard uses up lots of magic. For example, the above three attacks alone would have used up four of the wizards stoneskin spells. Small, but deadly attacks by several groups can wear down a wizard. Summoned monsters work great here. This works even better with a 'nova' type wizard that burns out everything in every combat.
Ah you mean this is the greatest tactic that only works on the Idiot Wizard :smallsmile: Any Wizard worth his mantle would prepare ATLEAST one spell that can get them out of a tight jam (Personally? I like to use Dimension Door if were going for lowest core teleport spell)
Quote:
Originally Posted by
bloodtide
2.Trick the Wizard Going along with number one, you want the wizard to wear themselves down fast, and a great way to do that is to trick them into doing so. Illusions, polymorph and disguises can make a wizard think they are facing different or more powerful foes, and then use up and waste more and powerful magic. An easy example is dress a bunch of wild elves up as drow to get a wizard to use up all his spell resistance by passing stuff. You can also do things like disguise the red dragon as a white one, and let the wizard waste his uber fireballs on it. And again this works great on nova type wizards.
Again with this "Nova" type Wizard...
Yeah illusions totally take out Wizards... I mean they have the lowest Will saves right? Cmon dude, this is Giants in The Playground Forum! Expect that the Wizard is the god damn batman!
"Expect the worst, hope for the best"
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Originally Posted by
bloodtide
3.Protective Items Simple enough, when you go to fight the wizard protect your troops. There are tons of mundane and magical protections. Anything that can keep even a mook aline for one more round is more then worth it. Protection from energy can keep a foe alive a couple more rounds. And at the high end, you can fill in holes in a creatures defense. Giving a white dragon a ring of fire resistance, for example. This works great vs 'target weakness' type wizards that go crazy over finding a targets weakness and then taking advantage of it.
Lets upgrade the ring to a ring of Fire Immunity... :smalltongue:
This seems to me like a Magic Vs Magic fight and not a Mundane vs Magic fight... I like it :smallamused: (Yes... give into your hate... release your natural talent... deep inside your veins runs the blood of a dragon... release your hatred young soldier...)
If your going to just try and throw wave after wave of your own men (The brilliant Zapp Brannigan tactic) then don't do it against someone who can do it as well... except better :smalltongue:
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Originally Posted by
bloodtide
4.Surprise Attack Don't walk onto a battle field and stand across from each other and wait for the 'fight' all Mortal Combat style. Attack the wizard when they are not ready, when they are asleep or eating or relaxing. You can even do the trick of waiting until the wizard is already in combat with someone else, then attack too.
I prefer using the Roaming Legend maneuver (Contingent Teleport) It really does stop those would be assassins from trying to kill you :smalltongue:
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Originally Posted by
bloodtide
5.Take out the Wizards support Steal or destroy his spellbooks, destroy his home, kill his familiar or any other creatures or friends or allies. Steal or destroy all of his magic items. This can work out nicely with the wear down attacks as you can have dozens of creatures either steal or destroy the wizards items. Sunder and disarm can work great against a wizard and they often can't do much to resist the attack forms.
No offense, but all of that sounds like a suicide mission (or multiple suicide missions... depending on how you want to do it)
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Originally Posted by
bloodtide
6.Enclose the Wizard Wizards work best with open spaces. Lots of spells need room. So simply maneuvering the wizard into a building or a dungeon cuts down on the wizards possible actions. The wizard can't cast a fireball in a 10x10 room without hitting themselves. The 'murder maze' also works good here, where you have foes behind walls or such that can attack the wizard. Also here you can grapple the wizard and tons of creatures can do that. Also plenty of terrain can hinder the wizard. And even tons of mundane attacks like webs or glue or ropes can stop a wizard.
Why would I fireball when I can Chain Lightning? :smallconfused:
Still spell makes ALL of that stuff worthless... (Baleful Transposition has no Somantic components so its good to go right away)
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Originally Posted by
bloodtide
7.Use the Law If the wizard interacts with any civilization, you might be able to use the law against them. Simply have or arrange for the local paladin to arrest the wizard. The crime could be real or fake, it does not matter. Most lawful wizards will allow themselves to be arrested as they 'believe in the system' and even an evil wizard might play along for social or political gains. Then once the wizard is in a cell, with no magic items or such, they are a much easier target for you.
Your assuming your not in [insert magic based empire] where if you can cast Magic professionally then your pretty well off... and please, PLEASE don't even try and arrest a Lawful stupid Wizard...
On a side note: how do you recommend removing the Wizards already prepared spells? :smallconfused:
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Originally Posted by
bloodtide
8.The round-a-bout attack Use poison or anything else harmful to weaken the wizard before you attack. If the wizard is mortal, they will need to eat and drink, and it's not that hard to poison that. You can even do a whole scan just to get the wizard to a dinner just to poison them. And even if the wizard does detect poison on everything, you can do the simple mundane trick of poisoning everything. And the wizard might think it's a false positive. And you have the social trick: say the wizard is at the barons dinner and discovers his food is poisoned. The baron thinks that is crazy as the food was made by his best chief, so the wizard is thought of as crazy, and might have to eat the poison to keep the baron happy.
and then the Wizard opens up his coat and pulls out his Shaker of Purify Food and Drink and sprinkles it over his food before dining in :smallsmile: Besides what is keeping the Wizard from saying "No thank you, your majesty, I've already eaten well today however I welcome you to consume this wonderful meal" and boom the Baron just poisoned himself... What are they going to do? hold the wizard down trying to feed him a sandwich? :smalltongue:
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Originally Posted by
bloodtide
9.Target the Mortality And often forgotten about type of attack. Mortal wizards need things such as clean air to breathe, so attack that. For example, putting the wizard in a room full of smoke or sleep gas. The wizard may have lots of defenses vs attacks, but not much to let them breathe. You can do the same thing with filling a room full of water, or even just darkness(even just normal darkness). A wizard tricked into a underground poll of water in the dark can be in real trouble.
Wheres that spell that makes it so the Wizard doesn't have to breath... I know it exist :smallconfused: eh it'll come to me later...
(Necklace of Adaptation works)
I'm curious where it says "a Wizard cannot cast spells when surrounded by darkness or in a pool of water"
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Originally Posted by
bloodtide
10.The Magic Attack Anti-magic is the obvious thing. As are mind effecting spells like feeblemind.
and my immediate response is Mind Blank :smallsmile:
*Steps out of AMF* :smallbiggrin: *Throws instantaneous Conjurations into the AMF*
Quote:
Originally Posted by
bloodtide
Now the thing is that a wizard could prepare an escape from any of the above. But your plan has two parts. 1) The wizard is 'not ready', so they are not walking around with a full set of 'adventuring gear and spells' and 2)The wizard can only escape so many times a day. You can set up five traps for a wizard before noon. Each time the wizard just laughs and teleports away. But then you keep after him....and by 5pm or so....the wizard will run out of teleport spells.
Well your just assuming that you always know where the Wizard is going and that you just so happen to have the ability to be right where he is going to be.
My god I haven't seen such antics since Willy Coyote tried and sling himself into at the Road Runner :smalltongue: