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Thread: How does a wizard fight an army?
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2017-12-15, 05:06 PM (ISO 8601)
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Re: How does a wizard fight an army?
To break it down in simplest terms.
Classes that can win with ease.
Moon Druid
Because at level 20 they are not dieing unless you can cut through their WS HP and their normal class HP, and they will start in a wildshape form. If they are smart it will be an earth elemental.
Classes that can win with a little luck or strategy.
Any Bard, Warlock, Druid, Sorcerer (only if they took Wish as their 9th level spell), or Wizard that lives long enough to get off a spell.
Cleric but only the arcana domain ones.
This is because those classes can pick the best 9th level spells.
Classes that could not win:
All non-full casters and Clerics that are not Arcana Domain.
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2017-12-15, 05:13 PM (ISO 8601)
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2017-12-15, 05:16 PM (ISO 8601)
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Re: How does a wizard fight an army?
That ability is 100% up to DM interpretation and is not reliable.
One DM might have the diety themself come down from the heavens and fight with you, another one might just give you an automatic 20 on your next attack roll, all it says is that copying a cleric spell or domain spell is appropriate.
I have never seen a DM that would let you wipe out an army with it.
Most DMs just let you use any cleric spell for free, which won't help because clerics do not get the broken spells the arcane casters get or the one or two that druids get that are amazing.Last edited by Dudewithknives; 2017-12-15 at 05:18 PM.
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2017-12-15, 05:56 PM (ISO 8601)
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Re: How does a wizard fight an army?
A Rogue 20 actually stands a fairly glorious chance IF they do not directly engage. A high-level rogue can nickel-and-dime the army, and I don't think they can actually track down the darn guy. How do you take down someone who can A) outrun you, B) Hide so well that you can't spot them on a 20, and C) has a variety of other powerful features that further skew the game in their favor.
Assassin or Mastermind? Sow dissent within their ranks (funnily enough, the assassination tricks actually go to waste). Arcane Trickster? I don't think I need to explain why spells are good. Thief? He gets to take two turns while you are still reeling, and likely has powerful magic items! Scout can ambush all day long. Swashbuckler and Inquisitive get the short stick here, I think, as they are better against single opponents.Originally Posted by krugaan
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2017-12-15, 06:06 PM (ISO 8601)
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Re: How does a wizard fight an army?
Hey, we can make a case for Cleric. All you have to do is cast Spirit Guardians and then Sanctuary and run around semi-invincible while your ancestors decimate their ranks. Next, be a life cleric and cast Regeneration on yourself. You'll heal for 10 hp/turn.
If we assume somehow that the enemy only hits on a 20 and their wisdom save is effectively +0 while your DC is 19, then their chance to damage you is 1/4000. Damage done is a crit, being 10 damage total.
Only thing wrong with this is that everyone can just kite the cleric around for days. Clerics are notoriously slow, both in walking speed and in religious reform.
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2017-12-15, 07:22 PM (ISO 8601)
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Re: How does a wizard fight an army?
"Not true, and video games are irrelevant for 5e."
You're ignoring 5e adventures as well. They have magic and monsters almost all the time. I don't know where you pull this off that DnD suddenly became low magic realm.
"Adventurers are not the only ones, but they're among the only ones. The reason to assume that is called "reading the books"."
In which book they state that only adventures are powerful?
"You're arguing the chances of an army vs a level 20 adventurer. Legendary monsters are in the same weight class, if not higher."
I weren't talking about legendary monsters. Normal monster alone is good enough to wipe your silly army.
"No they wouldn't. Yes, Dragonborn got their breath weapons, but once it's used up their mooks are just as tough as any humanoid mooks, and they're far less numerous than humans or dwarves."
They can single handedly wipe your whole army with breath weapon.
"So no, it's normal to have armies who can't handle that kind of threat."
Moving the goal post. Previously you insisted that armies would have no magic users at all, therefore ancient formations would be still used. Now you're talking about level 20 wizards being rare. Which was never the case.
"I'm not claiming monsters and magic users are rare. I'm claiming *very powerful* monsters and magic users are rare."
my previous point. So again... Not single army would be based on ancient warfare formations when magic users are not rare. You don't need level 20 wizard to blow up army like that. Less than that is enough.
"As I've said before, an army will probably have several CR 4-6 casters. It doesn't mean they can handle a Meteor Swarm or other spells of the same caliber."
CR 6 caster is already same as PC level 9. They have fifth level spell slots. That is more than enough to handle your meteor swarm. Especially when you have a lot of these. And again, archmages aren't super rare. Basically every king has one as advisor and every school has one as master.
"Those are exemples of typical professional soldiers holding a fort."
Fort is not same as army on march to war.
500 men does still not constitute an actual army. In case of aztech they simply got defeated by superior technology and diseases.
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2017-12-15, 07:28 PM (ISO 8601)
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Re: How does a wizard fight an army?
Why do you keep bringing druid to this? It's no brainer that druids are better than wizards if we take wish away. Also you wouldn't be smart if you wild shape to earth elemental. You will just get feebleminded out of existence. Or disintegrated.
Best form is to be harmless and stealthy animal that people don't pay attention to. Since druids can subtle cast as level 20, even in their forms.
I already mentioned before that druid is the best option. No idea why you brought it up again.
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2017-12-15, 07:39 PM (ISO 8601)
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Re: How does a wizard fight an army?
No they can't.
Show the calculations, if you can prove it.
Also, define what you mean by "single handedly", because it'd wager it takes more than one of them.
No, not at all. I've said in several instances that armies will have magic users.
Yes it was. It has always been the case. In every single published campaign and in every editions.
Actually, no. Meteor Swarm can't be Counterspelled from so far away, and there is no spell lower than the 8th level that can protect large armies against that kind of thing.
[QUOTE=Tespri;22669224]And again, archmages aren't super rare. Basically every king has one as advisor and every school has one as master.
Aahaha whoa.
No, not at all. Neither in how the default 5e world is presented, nor in Eberron, nor in Grewhawk, nor in Forgotten Realms.
Maybe try to not accuse people to move the goalposts when you blatantly do it yourself.
You have SEVERAL exemples from a published adventures (that you previously cited as reliable knowledge source) that show that the guard NPC statblock is used to represent the majority of professional soldiers, including ones you can hire as mercenaries.
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2017-12-15, 08:15 PM (ISO 8601)
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2017-12-15, 09:38 PM (ISO 8601)
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Re: How does a wizard fight an army?
That's great... so show me what cleric spell would help the cleric to deal with an army. None? Well, I guess the god will have to find a different way to help his favorite servant.... "would be appropriate" isn't the same as "is the only possibility"
Edit: Actually, you know what? One cleric spell is sufficient to deal with an army. The deity uses Gate to drop a horde of celestial superbeings (invisible or not) to deal with the enemy. Suck it, BMX Bandit!Last edited by JackPhoenix; 2017-12-15 at 09:50 PM.
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2017-12-15, 09:55 PM (ISO 8601)
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Re: How does a wizard fight an army?
I brought it up again because I was summarizing, that's why I use the first sentence of Lets break this down in simplest terms. also what does feeble-mind have to do with anything this is a fight against the 500 1/2 challenge rating hobgoblins. Even then I would still have the saves and mental stats of a druid, not that int will be a high one. Also I never said anything about taking away wish either I'm not sure where you're getting some of these ideas
Last edited by Dudewithknives; 2017-12-15 at 09:57 PM.
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2017-12-15, 11:37 PM (ISO 8601)
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Re: How does a wizard fight an army?
Highly depends on the distance between the contestants. Against any non-spellcasting class, if the Wizard is allowed to have so much as a single turn, he wins. Time Stop if necessary, do whatever he needs to do to get in range, and cast a save-or-suck, or even literally just "suck" with something like Forcecage which maritals will be powerless against and then the Wizard just leisurely prepares his summons and guaranteed victory for an hour.
In a spellcaster duel, that statement is correct. Against martials, it isn't. If they attack the Wizard but didn't kill him on the very first turn, they're gonna lose in the next.Last edited by Renduaz; 2017-12-15 at 11:37 PM.
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2017-12-16, 01:23 AM (ISO 8601)
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Re: How does a wizard fight an army?
Over time and by destroying moral- not walking onto a bare field with a couple thousand archers and screaming, "DO IT!" at them.
The Wizard makes a very fearsome illusion, perhaps with some special effects and some summoned beasts (Castlevania anime where Dracula comes back after a year for example) at the camp to deter the army and promise them that they will pay dearly if they want to fight you. As a Wizard you surely will be able to figure it out long before they arrive on your doorstep. Teleport into the King's bedchamber and threaten that his army will never catch you. Worst-case scenario is they mess up your Wizard's tower- then you'll be angry, hiding, and all-too-willing to mess up him and his family line for as long as you live. If you're feeling particularly mean, feel free to place a curse on his precious daughter to show you mean business.
If they keep coming, make with the blasting magic. Soldiers today break ranks sometimes when fighting an enemy that, for our intents and purposes, is entirely his equal; or close to it. Now imagine fighting an enemy that can waste you and 50 other guys with a click of his fingers and some muttered words when you're armed with a stick. Ask yourself- isn't your nice bed looking really good right about now? Ronald was alive 6 seconds ago- now he and everyone within 20 feet of him is ash in the wind (fireball). Illyoa was kinda attractive and you thought about courting her- now her and everyone within 60 feet of her is an ice statue (freezing sphere). Percival swore he'd be safe since he was with the archer contingent and he had his lucky arrow- now his trusty arrow, bow, and remains are in one of four massive craters that came from falling stars (meteor swarm).
You still haven't even seen the guy, you just hear some muttered words in the wind and devastation strikes (Greater Invisibility). Sir Not-Lethal actually tried hitting him in the head with his sword the one time he could be seen- it bounced off of him to barely leave a mark. (Shield or maybe Stoneskin, or just more illusions)
Last night you heard the general was murdered in his sleep- all anyone heard was a scream and they found him dead- not a mark on him (Dream). The sentries didn't see a thing. Big Bill went to take a leak and then ran back into camp with an iron crown and started cutting down everyone in sight. (Crown of Madness)
What sane man would challenge power like that on the words of his commander saying, "We can take him?" Soldiers don't know the Wizard has limited spell slots or the limitations we do.
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The OP seemed to imply it was 1 vs thousands of men with no magic- totally doable depending on campaign. You don't have to kill thousands of men to defeat thousands of men.Last edited by SociopathFriend; 2017-12-16 at 01:41 AM.
It's time for a preemptive retaliatory strike.
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2017-12-16, 05:19 AM (ISO 8601)
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Re: How does a wizard fight an army?
I would argue people would know about the limited number of spells cast per day. It's common knowledge casters can't use all their powers all day.
Now, they have no way of knowing how much *this particular caster* has.
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2017-12-16, 05:40 AM (ISO 8601)
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Re: How does a wizard fight an army?
Of course, the reality might be even more depressing. "Yeah, he has limited spell slots. Well, no, we can't just take him on when they are gone, he could teleport anywhere in the world when he is running low. Or off the world. Heck, he could teleport into our city, disguise himself with the slots that are too weak to fight us, and have dinner with your wife, then be back here in the morning to harass us, good as new."
Originally Posted by krugaan
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2017-12-16, 10:36 AM (ISO 8601)
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Re: How does a wizard fight an army?
By which time we've razed his tower.
Remember, the wizard had effectively ran out of his tower in his chonies with whatever spells he had prepared that morning, when he glanced out the window and saw an army approaching, intent on razing it, the nearby town that supported him, salting their fields, etc.
Precise details don't matter, but the OP scenario proposed was "minimal prep time". The wizard doesn't have time to choose a specific load out of spells, it's whatever he has prepared for a "default day". If he runs away, the army achieve their objective. There is no time for a harassment campaign.
Edit: on the other hand, surviving the next few years with a lvl 20 wizard bent on revenge is going to be unlikely. All you can do is hope he'll take it out on whomever gave the orders, not you, a lowly peon.Last edited by Tanarii; 2017-12-16 at 10:38 AM.
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2017-12-16, 12:19 PM (ISO 8601)
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Re: How does a wizard fight an army?
In fairness, as a level 20 wizard, I would expect that my tower/castle/lair would be able to defend itself while I was away. That doesn't mean I necessarily want an army hammering my defenses, I'd rather not have to repeat my investment, but I should be able to spend a day on petty revenge against the kingdom supporting the army and expect it'd be there still.
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2017-12-16, 12:30 PM (ISO 8601)
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Re: How does a wizard fight an army?
In even more fairness, expecting a level 20 Wizard to be blindsided to an approaching army to the point they're running out the tower in their chonies isn't very reasonable.
"Minimal prep time" for a level 20 wizard might quite possibly be before the army starts being mustered.
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2017-12-16, 12:42 PM (ISO 8601)
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Re: How does a wizard fight an army?
Why is high INT equated with paranoia and thus with omniscience? Especially in this edition, wizards don't get access to the best unfocused divination spells. They basically have to know about the existence of a problem before they can discover more information. The only "general info" spell they really get is contact other planes, which has serious side effects and is unreliable at best.
5th-level divination (ritual)
Casting Time: 1 minute
Range: Self
Components: V
Duration: 1 minute
You mentally contact a demigod, the spirit of a long-dead sage, or some other mysterious entity from another plane. Contacting this extraplanar intelligence can strain or even break your mind. When you cast this spell, make a DC 15 Intelligence saving throw. On a failure, you take 6d6 psychic damage and are insane until you finish a long rest. While insane, you can’t take actions, can’t understand what other creatures say, can’t read, and speak only in gibberish. A greater restoration spell cast on you ends this effect.
On a successful save, you can ask the entity up to five questions. You must ask your questions before the spell ends. The GM answers each question with one word, such as “yes,” “no,” “maybe,” “never,” “irrelevant,” or “unclear” (if the entity doesn’t know the answer to the question). If a one-word answer would be misleading, the GM might instead offer a short phrase as an answer.
All the other long-range divinations you get are things like scrying (which requires a specific, named place or creature) which aren't so good for open-ended threat detection. Clerics are much better at the generalized divination in this edition; wizards are better at focused divination.Dawn of Hope: a 5e setting. http://wiki.admiralbenbo.org
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2017-12-16, 01:10 PM (ISO 8601)
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Re: How does a wizard fight an army?
Who,said anything about high Int?
High, God-like even, levels is why I equate any Tier 4 adventurer with paranoia. And access to effective divinations is why a Wizard in particular be particularly well informed.
Especially in this edition, wizards don't get access to the best unfocused divination spells. They basically have to know about the existence of a problem before they can discover more information. The only "general info" spell they really get is contact other planes, which has serious side effects and is unreliable at best.
And yes, I'm assuming they know about the existence of the problem. That was my point. If you're a level 20 adventurer and you don't know about these kinds of problems, how did you get to that level? Some omniscient over-deity carefully holding your hands and making sure you only ever faced possible-to-beat opponents in a carefully scripted, even plot-like, series of adventuring arcs? Talk about paranoid fantasies.
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2017-12-16, 01:14 PM (ISO 8601)
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Re: How does a wizard fight an army?
High INT is implied by being a level 20 wizard.
But my point was that they don't have access to effective divinations that can let them know about arbitrary threats. Scrying requires a particular creature as a target per casting. It's not something where you can simply run it across the country-side, watching for hitherto-unknown armies gathering. Even if you target the kings of all the local countries (that could gather armies), they get a save (at -2 if you can draw a picture of them). That doesn't protect against advisors that can cast see invisibility (and thus see the sensor). Or against lower-ranking threats (a duke can raise an army, and you don't have enough 5th level slots to scry every local noble even every few days). You can target a location instead, but then it doesn't move and you have to have seen the target location before.
It also only lasts 10 minutes per casting, and is a 5th level spell. This is great for spying on a known threat, but crap for discovering threats.
How did they survive until now? By being proactive and being the ones on the offensive (and on the move). Adventurers are seeking out nascent threats, not reacting to newly-brewing threats. And by pitting the big threats against each other. And by not letting enemies live to rebuild. Scorched earth tactics against enemies, munificence toward allies. Not by being paranoid and divining threats everywhere. That's highly prone to failure even if you're a cleric (who are much better at that sort of thing).
Coming from zero and growing fast (a typical D&D campaign) also makes a big difference in survival--the risky part is before you're a mover-and-shaker, before you've established a place in the local social structure. But there you're not a threat to the big guys, so even divinations wouldn't show you effectively. You're insignificant when you're easily crushable (and so crushed only by accident); by the time the sclerotic power structures can respond in overwhelming force once you're a visible threat, you're already quite powerful.Last edited by PhoenixPhyre; 2017-12-16 at 01:38 PM.
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2017-12-16, 01:45 PM (ISO 8601)
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Re: How does a wizard fight an army?
That whole idea of having to defend a tower, and a town? None of that is in the OP. None of those conditions exist for the hypothetical scenario, and honestly don't make sense. A high-level wizard doesn't need a town supporting him because he can teleport to any city to do so when needed. His tower can be on different Demiplanes only he knows the glyphs to. The OP scenario is that the wizard is marched upon by an army, cut off from any preparations. He literally CAN'T be in his tower, because that is reasonably heavily warded. And a town around it? He would have a lot more than a minute to prep.
Insisting arbitrary conditions that make no sense is just shifting the goalposts. The thread is to establish whether a wizard can defeat an army, not whether he can defend a town from invasion singlehandedly and without prep time.Originally Posted by krugaan
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2017-12-16, 01:54 PM (ISO 8601)
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Re: How does a wizard fight an army?
The town was added in to give the Wizard some reason to fight, instead of just ignoring the army. It doesn’t have to be a town, but the point is that the army needs to be defeated, not evaded, and that the defeat must be done quickly - it doesn’t count if you teleport to the other side of the word, raise your own army, and teleport back.
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2017-12-16, 03:11 PM (ISO 8601)
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Re: How does a wizard fight an army?
I think what's missing from most of this thread is that to defeat an army you don't have to kill it. You have to make it too costly or impossible to continue. Just a few options are:
- Slaughtering small groups one at a time my hititng their scouts and skirmishers.
- Raiding their camps to destroy their supplies.
- Poisoning their supplies.
- Luring them into an area where they can't bring their full force to bare and murdering them that way.
- Murdering their leadership.
- Using the weather against them (control weather)
- Booby traps
- etc.
Any 20th level character that doesn't think they have to do it in one go, and isn't an idiot can do it with the tools they have. Admittedly, some have an easier time than others such as a wizard who from a safe distance summons fire elementals to go around the main body of the army and destroy their wagons, tents, food supplies, etc. Or a super stealth rogue who sneaks in and destroys/poisons the same things. Get rid of their supplies and support and any army is done.I am the flush of excitement. The blush on the cheek. I am the Rouge!
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2017-12-16, 03:31 PM (ISO 8601)
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Re: How does a wizard fight an army?
But my point was that they don't have access to effective divinations that can let them know about arbitrary threats. Scrying requires a particular creature as a target per casting. It's not something where you can simply run it across the country-side, watching for hitherto-unknown armies gathering. Even if you target the kings of all the local countries (that could gather armies), they get a save (at -2 if you can draw a picture of them). That doesn't protect against advisors that can cast see invisibility (and thus see the sensor). Or against lower-ranking threats (a duke can raise an army, and you don't have enough 5th level slots to scry every local noble even every few days). You can target a location instead, but then it doesn't move and you have to have seen the target location before.
RAW there is no such thing as morale rules AFAIK- so the army is hardened numbers marching forwards to kill said Wizard no matter what the cost. Sounds a wee bit unrealistic but rolling with it. The Wizard is also severely limited in options and isn't allowed to reposition, rethink, or basically do anything other than respond with raw aggression? Sounds a wee bit more unrealistic but, again, rolling with it. RAW every soldier has a longbow and a bunch of other weapons (instead of the normal contingent of archers, some cavalry, some spearmen, etc.) with an effective range of 600 feet. Most of the Wizard's spells do not have this range. Mechanically the Wizard is boned.
If you severely limit one side and throw extreme odds at them, yes, you'll defeat them. Wizards aren't feared because they can smash armies to the ground. Wizards are feared because they have eldritch powers the normal man, or a hundred normal men, cannot do anything about; not because they're a Dragonball character that can blast armies off the face of the Earth.It's time for a preemptive retaliatory strike.
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2017-12-16, 04:30 PM (ISO 8601)
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Re: How does a wizard fight an army?
the wizard has wish, which means access to any divination spell from any spell list of level 8 or lower if they really want. though a fun one can be using legend lore on yourself; as a level 20 wizard, you are very likely a legendary individual, and the more you know about the subject, the more precise and detailed the information can be, and it can include current information. like "there is currently an army on its way from <place> to attack <wizard's name>, and just passed <location>", for example.
the wizard also has access to the ability to summon extraplanar beings and bind them to long-term service.
and the ability to hire scouts and spies, just like anyone else could (and better than normal ability to stay in touch with them). while that may not reveal every single threat (for example, a lone assassin hired secretly might be hard to spot), an army is going to be quite obvious, both when it is forming and when it is marching.
and the ability to create living servants of fairly high power, which can continue to voluntarily serve indefinitely if treated well.
and the ability to create strongholds of various varieties protected by powerful defensive magic like the guards and wards spell.
and can have geased minions.
and can have up to 12 creatures serving for up to a year courtesy of mass suggestion, per casting of mass suggestion.
and can have glyphs of warding, and/or symbol spells in place in their home for general-purpose defense.
but seriously, guards and wards alone could do a lot of work... create 5 choke points, protect them with 5 guards and wards spells suggesting that the subject get as far away as possible, and at a probable DC of 19+ only one in ten soldiers will pass... which means only 1/10 of 1/10 of 1/10 of 1/10 of 1/10 will get through... for every 10,000 soldiers the enemy brings, you'll have to face approximately one. note that this does not expend your level 9 slot, leaving you free to use it as you please to prepare for when the army tries again (though you'll also have your spell slots back, it having taken 8 hours for the soldiers to leave thanks to the suggestion spell, and then 8 hours more to return thanks to the suggestion spell, at which point they'll need to rest and you can refresh your wards. you might even have longer; the suggestion to get as far away as possible may cause the soldiers to force march away, leading to levels of exhaustion and other problems).
you could also give up one of the guards and wards spells to create a maze from hell thanks to mirage arcane. which, of course, you will then supplement with guards and wards spells (include as many intersections as possible to maximize the confusion). maybe a few other "fun" tricks, like transmute rock in a portion of the maze that has mordenkainen's hound in it (or do the same with stairs), or a similar section with transmute rock or plant growth to slow movement to a crawl combined with some sort of trap (mirage arcane allows structures and natural phenomena, there's no particular reason to presume that simple pit traps or quicksand are not options) or ambush (because there's no particularly compelling reason a wizard couldn't have half a dozen invisible stalkers bound at all times at zero cost thanks to wish).Last edited by SharkForce; 2017-12-16 at 04:33 PM.