Wizard vs. Army


Advice

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I would really take a different tack here. I would use my powers for both good and awesome. So the goal would be not only to remove the oppressive tyrant, but to undo the damage he has done over the last 30+ years.

Think in terms of what the people want. If they have one or more popular religions, Wall of Stone + Fabricate + Craft (Stonemasonry) = Cathedrals. If they are having trouble feeding themselves Plant Growth via Limited Wish or Outsider allies should fix that. If there are monsters eating the citizens a 20th level Wizard should be able to get rid of them. Lower their taxes or abolish them altogether and fund your kingdom with an infinite money loop. Bread and circuses work, use them.

Taking over should be easy, Teleportation Circle will get everyone where they need to be and outfitting them all with saps should reduce the bloodshed greatly. Keeping power after it is seized should be the real adventure here.


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Teleportation circle works on the supply chain, as does demiplane tunnels or Planar binding a handful of lantern archons and having 500 of your soldiers on packing duty putting the supplies into 50 pound units. It's honestly not that likely you will need a supply train for more than 9 days of double-shift delivery runs to establish control, establish local sources of supplies, and finish trying and executing the primary leadership.

But let's do some math. Oracle, level 8, owns a portable hole, 10k gold worth of stuff that Lantern Archons like, and enough cash to rent a warehouse. Assume he has at least an 18 in charisma.

First, he goes to the capital. He uses his diplomancy (18 charisma and class skill, probably over +15) to rent an empty warehouse.

Second, he casts Planar Ally, Lesser 4 times and binds 4 Lantern archons to his service for the next 8 days. 3 of them are to ferry supplies (in 50 pound bites) from Army Base to Empty Warehouse. The fourth ferries PEOPLE inside the portable hole.

Assuming 2 minutes per portable hole load and assuming 4 people per load you can ferry 2880 soldiers per day. It takes less than 4 days to move an entire 10k army wherever you want.

Meanwhile the supply train is moving faster but lighter. Let's assume 5 rounds for a round-trip, that is 144k pounds of supplies every day per archon, and we have 3 of 'em. 432k.

Alexander the Great's army was operating on 8 pounds a day (food AND water, throw in a decanter of endless water and it's free) but let's 4x that based on the assumption other things will come up. That means an army of 10k needs 320k pounds of supplies each day. You end up with a 102k pound surplus of delivered supplies and a whole army in position by day 4.

Problem: Can't really invade the city that slow. So instead you have two warehouses. House 1 is called "Base Trojan" and is inside the city because it is where you pull a trojan horse. House 2 is called "base alpha" and is outside the city walls and sets up a conventional siege.

After you deliver 90% of your army and supplies through Base Alpha. By the time the army is noticed by defenders it is too numerous for them to stop so they have to retreat and bunker behind the city walls. The remaining 10% comes through Base Trojan, successfully fight their way to the gatehouse, take it, and allow the rest of the army in.

City falls conventionally, character's gold input is within WBL for an 8th level character.


Abraham spalding wrote:
Rhedyn don't make me repeat myself.

You clearly didn't read my response above. It's quite easy to get supplies through a teleportation circle. You can move many tens of thousands of pack animals through the portal in any one day -- and carry supplies en masse using summoned monsters.

The dual gate idea also works quite well, or better even (although the wizard will have to be very familiar with a location near the capital) and allows for supply trains to move through just as easily.


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Gate is definitely superior. You don't want to be arriving outside the city, you want to march your army through a gate straight into an easily secured defensible position inside the city walls. To secure such a location you will need soldiers spilling into the city as fast as you can get them through. Gate allows more through. Given they city will not be expecting an army to march through a hole in space/time to the city interior initial resistance should be light.

Now important to all of this is that you really want to do some prep work before you take the Capital.

You need to identify key leaders within the capital that are sympathetic to your cause, and get them to aid in securing your entry location and minimizing resistance in the Capital. Primary, of the key leaders to target will be leaders in the City Guard that are sympathetic to your cause. This can limit or even eliminate initial resistance within the city once you start marching your army into the city. Other leaders help to keep the population calm, provide intel, or help secure further supplies.

Supplies are of limited concern. Soldiers are more than capable of carrying a few days worth of supplies on their back into a potential combat environment. Once you have a secure location soldiers can drop their carried supplies of and march out to do some fighting while carrying a lighter load.

All of this should allow you to secure the capital with minimal bloodshed and add a good portion of the city guard to your forces and prepare for a siege, though there are enough ways to eliminate the enemy army that a siege should not be needed. Even if you do stand ready for a siege, the gate or a teleportation circle setup as described earlier in the thread can easily keep the city well supplied through a siege limiting its effectiveness.


boring7 wrote:

Mind control. Even if you use "rule of narrative" to say it won't be a permanent fix, as a 5th level spell you're all-but guaranteed to be able to take over ALL the major players long enough to win the battle. But let's go further, let's assume that the COUNTRY has a permanent protection from evil spell effect via a mythal or something, and assassination isn't allowed because reasons.

You can get your entire army and establish a nigh-unbreakable supply chain in 1 day. This is established upthread. You can assault the capital from inside (there will, guaranteed, be at least one mostly-empty building you can do your work in, invisible wizard scout for the win), you can take the city.

But we want to bring the body count down as low as possible, and I'm feeling creative.

Step 1: Wizard uses divination magic and teleportation to find and collect a sample of Brown Mold. He uses resist energy: cold to protect himself.

Step 2: She proceeds to grow several large "seeds" which are brown mold sealed in a glass container which is surrounded with alchemist's fire.

Step 3: While flying, invisible, and still resistant to cold she drops these fire-and-ice containers over a darkened and sleeping city. As the panicked residents try to fight the brown mold with their bizarrely well-read knowledge of obscure dungeon hazards she helps foster mold growth with walls of fire, summoned fire creatures, and the occasional meteor swarm. Every time it takes fire damage it grows, so the brown mold will rapidly spread to cover the city.

Step 4: Once the entire city is covered in Brown Mold and unconscious, with enough non-lethal damage to keep them out for hours (the cold damage is non-lethal) she brings in her team of cold-resistance-equipped specialists (preferably monks, but warriors with longstrider will do) to hunt down any hiding opposition and capture any major figures....

I like how you think... but what if the 50K soldiers disagree and refuse to surrender?


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Just musing here, I know that the OP specified a wizard.

But if you think about what a 20th level Bard could possibly do in this scenario...

He doesn't need to summon anything or cast any reality warping spells.

He could literally just show up at the gates, spend a few minutes chatting with the guards, then go inside and unleash holy hell in a very short period of time.

Only thing is that it would be a lot of dice rolling, and put one heck of a load on the dm and the player.

But honestly, what stops a Bard of this level from walking into a city large enough to support Armies of the type mentioned, and convincing them to surrender in a day?

I mean any tavern he visited is going to flip from wholeheartedly supporting the war to being vehemently opposed after he plays his lute a little while.

Like I said no one likes to really play out these things, but he would be a walking mindscrew spreading chaos just by walking through the city.

And the only people who might resist are those with high wisdom, class levels, or extremely high wisdom.

And that is a Bard that is not optimized. If he was you'd have to have class levels and high wisdom to resist the effects. Heck he might convince the King to join the rebellion.

"The Bard Who Came To Sarnath"

My two cents anyway. But other than magic this probably is the easiest way to do something like this.

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
Claxon wrote:
LazarX wrote:
Matt2VK wrote:

Illusions can be very useful with little to no impact on the country.

Major flash brush fire.

Creepy haunting shadowy illusions.

Another, secondary army approaching another objective.

All illusions that if done right and with some minor support can have a major impact. Even if they know illusions are being used.

Many of those options however require you to be fairly close, within casting range at the very least. Not many wizards get to be 20th level by consistently putting themselves at hte front line of conflicts. Of course if the example presumes that you're the only wizard in play, and everyone else is a bunch of commoners, go right ahead!
Why isn't your 20th level wizard using astral projection to do this from his safety bunker?

Because the rules don't allow you to project to the material plane. And you're gambling a lot on the safety of that bunker. If anyone finds your helpless body, you'll be dead before you know it.


boring7 wrote:

Step 1: Wizard uses divination magic and teleportation to find and collect a sample of Brown Mold. He uses resist energy: cold to protect himself.

Step 2: She proceeds to grow several large "seeds" which are brown mold sealed in a glass container which is surrounded with alchemist's fire.

Step 3: While flying, invisible, and still resistant to cold she drops these fire-and-ice containers over a darkened and sleeping city. As the panicked residents try to fight the brown mold with their bizarrely well-read knowledge of obscure dungeon hazards she helps foster mold growth with walls of fire, summoned fire creatures, and the occasional meteor swarm. Every time it takes fire damage it grows, so the brown mold will rapidly spread to cover the city.

Step 4: Once the entire city is covered in Brown Mold and unconscious, with enough non-lethal damage to keep them out for hours (the cold damage is non-lethal) she brings in her team of cold-resistance-equipped specialists (preferably monks, but warriors with longstrider will do) to hunt down any hiding opposition and capture any major figures....

Definitely bonus points for creativity, but keep in mind that non-lethal damage becomes lethal damage when the target runs out of HP. In this case the carpet bombing brown mold will likely lead to a crime against humanity.

Quote:
If a creature's nonlethal damage is equal to his total maximum hit points (not his current hit points), all further nonlethal damage is treated as lethal damage.


The larger army is already going to be moving much slower than the smaller army, and each time you cause part of the army to run off or take longer or something you are going to slow the entire thing down that much more.

IF the entire point is to hinder the enemy as the OP has stated and do so in a way that does not directly trace back to a wizard then I would suggest again my above list of spells, as most of them can be trace to random oddness.

After all how many times has a commander heard, "I don't know why my men are all exhausted (the horses are tired/not cooperating/got spooked/we lost our way/et al), a wizard must have did it!" after a night of hard partying or just in general? If you space them out hit different parts in different ways and keep moving it would take a while before they realize (if at all) that a wizard is screwing with them since there are already going to be things that slow them down.


Since we are also talking about the enemy army, I feel like there is probably some spell out there that will make it trivially easy to spoil the enemy army's food supplies. That would be enough to stop them dead in their tracks, the enemy army might never arrive. Alternatively, there are probably lots of good ways to cut into the enemy army's sleep which would greatly slow them and lead to high desertion rates.


Yeah, Fear in the middle of the night, or waves of exhaustion or what not would be great in my opinion. A couple of symbols or what not could help as well as some antipathy spells.

Honestly it's a great case for a lot of the spells that don't see "normal" use by PCs.


Kudaku wrote:

Definitely bonus points for creativity, but keep in mind that non-lethal damage becomes lethal damage when the target runs out of HP. In this case the carpet bombing brown mold will likely lead to a crime against humanity.

Quote:
If a creature's nonlethal damage is equal to his total maximum hit points (not his current hit points), all further nonlethal damage is treated as lethal damage.

Whoops.

I could swear there is an "unconsciousness fog" spell somewhere, but I don't recall.

And of course there is merciful spell, but that requires actual combat with damage rolls and positioning and running out of spells before you take out the entire city.

Conventional army that can skip the walls still wins though, and a supply chain is doable by level 7.

Can anyone make it even lower level?


If you want a non-flashy way for the wizard to impede the enemy without really hurting them(to much) just use control weather.

Lots of rain(or snow) will make travel difficult, reduce enemy morale, and (as long as nobody says the wizard did it) it would look like freak weather or the gods showing disfavor for the enemy.

The real trouble is this can kill lots of people if the wizard isn't careful, unseasonable weather can lead to unexpected flooding and crop failure and the terrible travel conditions can decimate the enemy force with the most deadly aspect of any war ever: disease.

Scarab Sages

As long as this isn't an elven kingdom...

What about propaganda? Specifically judiciously placed adamantine signs with permanent widened symbols of sleep on them in bright colors. That should keep most of the populace (those with less than 11 HD) asleep or in their homes (or likely piled up just outside the door). You could prep them ahead of time, with some catchy slogans.

Use your desired infiltration technique from one of the many proposed by the creative commenters. Put them up in the middle of the night. Either blanket the town or just use them to create a perimeter around your target building (the castle should be undermanned with the war going on). I recommend at about 10-15ft above the ground.

Use Wall of Iron to button up the castle, and then let your agents go in and do their thing. All in all very little tracing it back to this Wizard. Who could then be out wearing down the army with illusions and delay tactics.

Silver Crusade

Wouldn't the city and maybe the armies of 50k have access to some powerful high level types to really throw a monkey wrench into the plan?

They may not have a 20th level type, but could they confront the arch mage with 4-6 15th level types? High priest here, master swordsman general there, high court advisor wizard types? Even throw in a few dozen types of various levels at or below 10th, and I would think this becomes much more difficult to simply have your wizard take down in one afternoon.

I know that's not the exercise here, but numbers might support a few choice high level types to challenge the wizards efforts.


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Arcanic Drake wrote:
I like how you think... but what if the 50K soldiers disagree and refuse to surrender?

OP's expansion on the plot suggests the King is fairly unpopular right now due to being a terrible human being. But the question started as "race to the capital." And once you've taken the capital you have done everything that you can reasonably expect will end things quickly. If resistance remains en masse, things get more complicated.

Presuming all 50k troops are mind controlled (hey maybe that's what it doesn't work) and they intend to fight until defeated and broken (morale-wise) you start the next phase.

The city is held, this is pretty much a given, so you take your time locking it down while the siegecraft sits outside. Your supply line still works, even if you have to keep re-binding once a week, so starvation will not be an immediate issue. Sure the enemy might send a 20k-strong detachment to threaten your home base, but that will take a while.

After week 2 you should be free to take action against the outside army. Since I've grown interested in more challenging fare, we'll try and keep things under 5th level spells.

Fly, invisibility, and maybe silence can be extended and stacked on the sneakiest member of your special forces. He will slip behind enemy lines (well, speed past, he's in a hurry) and seed all kinds of horrors. He can drop contagions in the water, set fire to the food, drop gold coins with explosive runes all over the place, and zip back without anyone seeing him. This should have negative effects on company morale. Next up, the caster or the saboteur agent can take giant stone blocks which were hit with shrink item and drop them on the tents of the enemy leadership.

But this is just killing people, and we want to be gentle-ish. For that we want Vision of Hell. For 7 minutes per casting, a 50 foot radius looks like hell. It's all illusory, but danged unnerving. Follow up with a few Summoned Swarms which last for as long as the invisible mage keeps concentrating and a few Mad Monkey swarms just to pick on individual targets you really dislike and you'll not only kill less people but horrify everyone around them.

Stacked in with lots of message spells, destruction of THEIR supply chain, and the fact that the King has been killed and/or abdicated in favor of whoever you wanted on the throne and it is unlikely that the 50k will keep fighting. If they're being mind-controlled, you just keep dispelling. If deprogramming takes time, you start doing snatch-and-grabs. Officers are kidnapped, deprogrammed, and stuck back in. Whole groups are sent on patrol, captured, and smuggled back to the city with the portable hole. Soldiers who have been converted to the cause are dropped outside of the combat zone and back to the garrisons that were emptied when the entire nation's army converged on the capital. It takes time, a LONG time, but it is a fairly winning strategy.


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Talos the Talon! wrote:

Wouldn't the city and maybe the armies of 50k have access to some powerful high level types to really throw a monkey wrench into the plan?

They may not have a 20th level type, but could they confront the arch mage with 4-6 15th level types? High priest here, master swordsman general there, high court advisor wizard types? Even throw in a few dozen types of various levels at or below 10th, and I would think this becomes much more difficult to simply have your wizard take down in one afternoon.

I know that's not the exercise here, but numbers might support a few choice high level types to challenge the wizards efforts.

Yes. Also yes. And a little no. And yes, it's not the exercise.

There's no real good way to STOP most of the teleport shenanigans, but copying the technique is fairly easy. The main thing is the enemy doesn't really see it coming. Not that they couldn't scry, but like hunting terrorists in the real world, unless you know who you are looking for, where, and why, you won't catch them in the sea of everyone else who could possibly be a threat. Note: this is why uber-liches become paranoid omnicidal maniacs, they eventually realize they'll be "safe" if they just kill everyone.

But anyway, a decent caster can copy the trick, and has more troops, so he wins. But the expanded explanation says that this particular political situation is basically just a really large-scale assassination. The king is bad, but he is the king. If he is no longer the king because you took the castle and captured/killed him the battle pretty much ends. The only reason you don't scry-and-fry is because the hand of god (this particular exercise) nixed it as an option.

Your primary goal is identifying the in-city high-level threats (easily done) and taking them out by whatever means seems most appropriate.


B. A. Robards-Debardot wrote:


What about propaganda? Specifically judiciously placed adamantine signs with permanent widened symbols of sleep on them in bright colors. That should keep most of the populace (those with less than 11 HD) asleep or in their homes (or likely piled up just outside the door). You could prep them ahead of time, with some catchy slogans.

Use your desired infiltration technique from one of the many proposed by the creative commenters. Put them up in the middle of the night. Either blanket the town or just use them to create a perimeter around your target building (the castle should be undermanned with the war going on). I recommend at about 10-15ft above the ground.

Hmm, interesting. I don't know about this idea exactly, but it made me remember that not all Symbol spells have HD limits. I think Symbol of Weakness would be great to use against the opposing army, the only question is how many soldiers it could realistically affect. Definitely merits further consideration...

Talos the Talon! wrote:

Wouldn't the city and maybe the armies of 50k have access to some powerful high level types to really throw a monkey wrench into the plan?

They may not have a 20th level type, but could they confront the arch mage with 4-6 15th level types? High priest here, master swordsman general there, high court advisor wizard types? Even throw in a few dozen types of various levels at or below 10th, and I would think this becomes much more difficult to simply have your wizard take down in one afternoon.

I know that's not the exercise here, but numbers might support a few choice high level types to challenge the wizards efforts.

Which is why the wizard needs to act with some subtlety. The defenders don't know that the other size has a 20th level wizard, so if she's too blatant about throwing magic around she just paints a target on her back. By acting in a more subtle, indirect fashion, potential defender spellcasters will be drawn out into the open trying to counteract the wizard's efforts. Once they've exposed themselves, they can be targeted for neutralization.

Which is also why any assassination attempts will be very carefully considered. If the defenders have a high-level cleric the aggressors don't know about, killing high-value targets is useless if they're just going to get raised.

The reality of the situation though is that the defenders don't have any high (16+) level characters on their side. They have many 10-14th level characters in their ranks, but the majority of those are martial types such as fighters and cavaliers. I figure their highest level casters are in the 10-12 range, and they probably only have a dozen or so of those. The aggressor army also has its own mid-level & low-level casters, so it's a wash.

Normally the defenders would have more higher-level characters, but the country has just recently emerged from a 32 year long civil war, so all of the high-level characters were either killed or otherwise not participating in the conflict.


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Ok, for the future, you will probably get more helpful responses if you give these kinds of conditions and concerns at the beginning of the discussion.

If he doesn't want to let high level characters know there is a high level wizard around, he is basically stuck using low-mid level spells. Most anything high level and the opposition will be able to tell what it came from. Namely a very high level caster. But he can use lots of low level spells with really high save DC's. That can't easily be distinguished from a bunch of medium level casters.

However, you could still use lot of low level summoned creatures to turn dirt road into a muddy morass, temporarily flood lowlands, vipers to spook the mounts, swarms in the supplies, take out bridges/roads, etc...

Charm or dominate messengers to pass the wrong orders (but close to the right one so they think it is just a mistake).

Continual darkness or grease on bridges/tunnels so people don't want to use them. At least not quickly.

Build distractions and/or illusions that they just can't ignore. Small disposable wooden forts that they can see but not on the direct line of march. If ignored they could be a threat to the baggage train. When attacked most are empty, trapped, or filled with illusions of troops.

Charm, confuse, capture the scouts and trailers of a marching column.

At each site, leave several notes scattered around that read along the lines of, "Think what would have happened if we had collapsed the bridge with it full of troops rather than before you arrived. It would have been just as easy and killed lots of you soldiers. We're trying to save the kingdom and save your lives. Your officers are trying to save their own privileged positions and the usurper by spending your lives."

Spread similar rumors in every tavern and shop in the country.


ElterAgo wrote:
Ok, for the future, you will probably get more helpful responses if you give these kinds of conditions and concerns at the beginning of the discussion.

This conversation's gotten a little more involved than I anticipated, lol. (Though I suppose I really shouldn't be surprised; I've been here long enough.) I was trying to be succinct with my first post so that I didn't bore people with a giant wall of text laying out all of the nitty-gritty details of the situation.

ElterAgo wrote:
If he doesn't want to let high level characters know there is a high level wizard around, he is basically stuck using low-mid level spells. Most anything high level and the opposition will be able to tell what it came from. Namely a very high level caster. But he can use lots of low level spells with really high save DC's. That can't easily be distinguished from a bunch of medium level casters.

Not exactly. The aggressors aren't necessarily trying to hide the fact they have a high-level spellcaster; What they (not to mention the wizard herself) don't want is for the wizard to be easily identifiable - especially during the early stages of the conflict - and thus become a target for elimination. So stuff like Weather Control - the effects of which don't manifest until long after the wizard has teleported away - is great, while confronting the army directly is not. Only if things go bad for the aggressor will they have the wizard start directly engaging the enemy armies.


Though I think Teleportation circle would work just fine for todays purposes you can always use a greater demiplane for transport.

Assuming the 20th level caster didn't already have a demiplane you'd need two castings. One to create the plane with a doorway in location X. Then again to create another doorway in location Y.

Now you can move whatever you want as long as you have the demiplane. Without permanency that's something like 20 days.


Open a gate in the middle of the enemy army at night. Watch things pour through and lay waste for you.


LazarX wrote:
Because the rules don't allow you to project to the material plane. And you're gambling a lot on the safety of that bunker. If anyone finds your helpless body, you'll be dead before you know it.

Yes they do.

Quote:
Since the Astral Plane touches upon other planes, you can travel astrally to any of these other planes as you will. To enter one, you leave the Astral Plane, forming a new physical body (and equipment) on the plane of existence you have chosen to enter.
Quote:
Transitive Planes: These three planes have one important common characteristic: each is used to get from one place to another. The Astral Plane (although technically an Outer Plane) is a conduit to all other planes, while the Ethereal Plane and the Shadow Plane both serve as means of transportation within the Material Plane, which they're connected to. These planes have the strongest regular interaction with the Material Plane and can be accessed using various spells. They have native inhabitants as well.

There is no specific prohibition against returning to the material plane. You will project to the astral plane and then can move to the material plane from the astral plane. Nothing prevents it. It will even create a new body for you.

And if you have a problem with the idea of projecting form the material plane into the astral plane and back again, explain why then you couldn't go to another plane. Say your own personal permanent demi-plane, and project into the astral plane and then to the material plane.

There is no restriction against it, and the spell definitely allows you to move to any plane the astral plane touches. Which is all of them.


Claxon wrote:
LazarX wrote:
Because the rules don't allow you to project to the material plane. And you're gambling a lot on the safety of that bunker. If anyone finds your helpless body, you'll be dead before you know it.

Yes they do.

Quote:
Since the Astral Plane touches upon other planes, you can travel astrally to any of these other planes as you will. To enter one, you leave the Astral Plane, forming a new physical body (and equipment) on the plane of existence you have chosen to enter.
Quote:
Transitive Planes: These three planes have one important common characteristic: each is used to get from one place to another. The Astral Plane (although technically an Outer Plane) is a conduit to all other planes, while the Ethereal Plane and the Shadow Plane both serve as means of transportation within the Material Plane, which they're connected to. These planes have the strongest regular interaction with the Material Plane and can be accessed using various spells. They have native inhabitants as well.
There is no specific prohibition against returning to the material plane. You will project to the astral plane and then can move to the material plane from the astral plane. Nothing prevents it. It will even create a new body for you.

Seconding this. This is completely within the rules.


Xexyz wrote:

...

Not exactly. The aggressors aren't necessarily trying to hide the fact they have a high-level spellcaster; What they (not to mention the wizard herself) don't want is for the wizard to be easily identifiable - especially during the early stages of the conflict - and thus become a target for elimination. So stuff like Weather Control - the effects of which don't manifest until long after the wizard has teleported away - is great, while confronting the army directly is not. Only if things go bad for the aggressor will they have the wizard start directly engaging the enemy armies.

Ok, then all the other stuff we've mentioned that is non-lethal should still work. That also easily opens the high level summoned creatures and symbol spells.

On an early bridge put a symbol of fear (or other non-killing). Set it to go off when a horse walks across it.
Later put a symbol of weakness set to go off when anyone in breastplate armor walks on it.
Have a thousand guys putting things that look like they might be symbols all over the route.
The army will have to stop at every single one of them to check it out because it might be real.

You can summon a T-Rex from the other side of a hill. If that charges at the army's flank, it will throw things into disorder even if it doesn't get close enough to do any damage before it goes away. Next time make it an illusion that does get within the army before it goes away.

Summon a Glabrezu on the headquarters officer corps since you will have to purge them anyway.


I gotta second the Brown Mold plan. That's the kind of stuff that happens when you give a Wizard prep time.

On the whole though, this seems like a pretty easy "challenge". Especially since, without any restraints on the wizard besides assassination being a no-no for some reason, he has what I assume is full WBL, which he probably used to buy every spell in the book. If the king is that much of an awful person, you could probably enlist some Good outsiders on the cheap as long as the new regime is less terrible. Good outsiders are scary as hell.

Someone upthread mentioned that this would actually be more difficult if we were trying to find the lowest level spellcaster that could handle this situation, because 20th level is overkill.

Personally, I think a Bard could do some pretty miraculous things especially with an already despised king in place.


Assuming the big army is mostly mooks, the archmage could probably buff up then walk into the enemy camp with a ring of telekinesis and cause mass devastation.


TCG, need to read a bit more of the later posts.

He doesn't actually want to kill much of the army. He wants them to switch to his side once he is in power.


ElterAgo wrote:

TCG, need to read a bit more of the later posts.

He doesn't actually want to kill much of the army. He wants them to switch to his side once he is in power.

In fairness, I did state in my first post that they're trying to limit casualties. I'd edit it to include the stuff I mentioned in later posts if I could, but alas...


Hit every road sign, mile marker and maybe plant a few of your own along the paths the incoming armies will take, Cast Illusory Script with a suggestion to return from where you came.

I mean who doesn't read them to find out how much longer their march will be.

Enjoy the confusion and delay caused by columns of men turning around mid march.

Even if it comes to battle, have Illusory Script on carried Banners with the suggestion for the enemy to lay down their arms / surrender.

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
Claxon wrote:


There is no restriction against it, and the spell definitely allows you to move to any plane the astral plane touches. Which is all of them.

Check again. the Astral Plane does not touch ALL planes. It does not touch the Elemental Planes, the Energy Planes, nor the Shadow Plane, nor First World. There is no reference that the Astral Plane touches demi-planes created by this spell either. The Astral Plane is just a conduit to the Outer Planes.


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LazarX wrote:
Claxon wrote:


There is no restriction against it, and the spell definitely allows you to move to any plane the astral plane touches. Which is all of them.

Check again. the Astral Plane does not touch ALL planes. It does not touch the Elemental Planes, the Energy Planes, nor the Shadow Plane, nor First World. There is no reference that the Astral Plane touches demi-planes created by this spell either. The Astral Plane is just a conduit to the Outer Planes.

It says all other planes to me...

Quote:
Transitive Planes: These three planes have one important common characteristic: each is used to get from one place to another. The Astral Plane (although technically an Outer Plane) is a conduit to all other planes


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Indeed Andreww, that's why I included that quote in my previous post.

It literally says a conduit to all other planes.

And even if it didn't, it touches the material plane. So you could go back to the material plane even if it didn't touch all planes.

At worst you would have to start on a 3rd plane that the astral plane touches by your reasoning. But such an action is trivial for a 20th level wizard.


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Xexyz wrote:

1. The goal of the aggressor is to win the war with as few casualties as possible on both sides. So directly attacking the enemy armies with stuff like Metor Swarm, Tsunami, and other similar spells is off the table unless it's absolutely necessary.

-Using Control Weather to manipulate battlefield conditions to the benefit of the aggressor.

-Using wall spells (mostly Wall of Fire) to create favorable battle conditions.

What else can a wizard do to stack the deck in her side's favor, both during and outside of the battle?

You are at odds with yourself.

You don't want to nuke the enemy soldiers due to some kind-hearted but misplaced ideal of reducing casualties. Fine. I'll grant you that. But then you want to create favorable battle conditions so that your soldiers can kill the enemy soldiers. I'm pretty sure that this will create casualties. Probably on both sides.

This is what the USA did wrong in the Korean Conflict and the Vietnam War. They did not commit, and the end result was that the USA lost those wars and a lot of American lives were lost for no reason.

Political grandstanding aside, anybody who thinks it's possible to fight and especially to win a war without casualties doesn't understand war and shouldn't be fighting one in the first place.

So you need to decide - is it or is it not acceptable to spill enemy blood?

If the answer is "It is not" then you better forget all about favorable battle conditions and start looking at political solutions. Leave your army behind and get to the capital as quickly as possible, then use your magic to "convince" the existing political leaders to abdicate in your favor. Dominate them if needed, or bribe them, or simply make them disappear (for now - bring them back later when you're coup has prevailed and there is nothing they can do about it).

Then bribe the population - improve their quality of life so much that they love you and don't want the former government to regain power. Pay particular attention to the families and relatives of any defender soldiers who might still be marching to the capital to defend it from you - win the families and have them influence the enemy soldiers for you.

Win the people, win the nation.

All without spilling a drop of blood.

On the other hand, if "favorable battle conditions" are acceptable to you, then you're clearly willing to let your soldiers spill enemy blood on the battle field, so why not just do the job yourself and nuke them by the thousands to save your own soldiers from inevitable loss and attrition?

Silver Crusade

I still can't think of who decided to dedicate a force to a suicide charge when out numbered 5-1. The aggressor sound as if their position is horrible.

The idea of launching a surgical strike is reasonable, but stage 2 and 3 of the plan are where I see the wheels falling off.

Unless the kingdom's already at war (and it might be what with a standing army of 50,000 men), there's still liable to be a sizable garrison force in the capital proper (old warfare ethos was captured capital = you win. Its one of the reasons the british got cheesed at the americans in the war for 1812).

So the heroes come in, kidnap the king (which they'd need to do in a dramatic fashion or else the remaining old power structure will put on their 'things as ordinary' faces,) and then the aggressor force marches its butts across the entire kingdom to get there before presumably the other army sections trickle back in.

If the local rulership gets straight up decapitated and the Aggressor army marches in, the likely response from the people is going to be to run for vantages less likely to be under trebuchet fire in 24-48 hours (since apparently the defending force is pretty dang fast).

There's also the issue that the other military forces aren't (I presume) comprised of orcs, goblins and the worst scoundrels in the country. They aren't going to want to burn their own capital down, and the people in the capital aren't going to want to fend off their own people, so your wizard might find himself dealing with people inside the walls doing mundane stuff to screw the defenders. One fishwife leaving a door open or dropping a ladder in the right place can make all the boiling oil in the world meaningless.

I'd be honestly more inclined to have the wizard (or a cleric) use some communication or teleportation spells to try to get the PCs to convince some of the commanders of the various other army sections to join them.

The civil war looks a lot more palatable to the average guy when its more of a 50-50 as opposed to 90-10 split.

Alternately, I'd have him use some planar bindings to get some lillend azatas (assuming his alignment works) to help out by providing healing and bardic support.


I think it would be wasteful to tackle the army in battle. In my opinion the smart way to achieve this would necesarily be with kidnaps/assasinations of important individuals.

Being a powerful wizard the smart way to achieve victory would be to make the armies disband. An easy way to do it is to destroy the command structures of those armies. What the wizard does is scry the leaders of those armies, teleport there and murder/kidnap the leader without raising alarm. Then he polymorphs into the leader and summons all his officers for a meeting. Then he blasts them all with a couple of spells. Rinse and repeat for every army and there will be no opposing armies in a couple of days.

After that he teleport to the capital and kills enough members of the goverment/rulers until they surrender the power to him.

I don't see how they can defend from this if the attackers have overwelming magic power like this. Probably a lower lvl wizard could pull this off as well if the persons to kill are not very powerful themselves.


DM_Blake wrote:

You are at odds with yourself.

You don't want to nuke the enemy soldiers due to some kind-hearted but misplaced ideal of reducing casualties. Fine. I'll grant you that. But then you want to create favorable battle conditions so that your soldiers can kill the enemy soldiers. I'm pretty sure that this will create casualties. Probably on both sides.

This is what the USA did wrong in the Korean Conflict and the Vietnam War. They did not commit, and the end result was that the USA lost those wars and a lot of American lives were lost for no reason.

Political grandstanding aside, anybody who thinks it's possible to fight and especially to win a war without casualties doesn't understand war and shouldn't be fighting one in the first place.

So you need to decide - is it or is it not acceptable to spill enemy blood?

If the answer is "It is not" then you better forget all about favorable battle conditions and start looking at political solutions. Leave your army behind and get to the capital as quickly as possible, then use your magic to "convince" the existing political leaders to abdicate in your favor. Dominate them if needed, or bribe them, or simply make them disappear (for now - bring them back later when you're coup has prevailed and there is nothing they can do about it).

Then bribe the population - improve their quality of life so much that they love you and don't want the former government to regain power. Pay particular attention to the families and relatives of any defender soldiers who might still be marching to the capital to defend it from you - win the families and have them influence the enemy soldiers for you.

Win the people, win the nation.

All without spilling a drop of blood.

On the other hand, if "favorable battle conditions" are acceptable to you, then you're clearly willing to let your soldiers spill enemy blood on the battle field, so why not just do the job yourself and nuke them by the thousands to save your own soldiers from inevitable loss and attrition?

You're creating a false dilemma by presenting a binary of 'zero casualties' vs. 'total war'. There's a middle ground which is the goal.


How is the opposition feeding 50,000 people? That right there can end the war in a week. Steal their food and they stop being an army and start being 50,000 desperate looters, which you can then save by giving the food back to anyone who surrenders. Who are they going to follow the unpopular guy who almost starved them to death or the guy with the food?


Spook205 wrote:

I still can't think of who decided to dedicate a force to a suicide charge when out numbered 5-1. The aggressor sound as if their position is horrible.

The idea of launching a surgical strike is reasonable, but stage 2 and 3 of the plan are where I see the wheels falling off.

Unless the kingdom's already at war (and it might be what with a standing army of 50,000 men), there's still liable to be a sizable garrison force in the capital proper (old warfare ethos was captured capital = you win. Its one of the reasons the british got cheesed at the americans in the war for 1812).

So the heroes come in, kidnap the king (which they'd need to do in a dramatic fashion or else the remaining old power structure will put on their 'things as ordinary' faces,) and then the aggressor force marches its butts across the entire kingdom to get there before presumably the other army sections trickle back in.

If the local rulership gets straight up decapitated and the Aggressor army marches in, the likely response from the people is going to be to run for vantages less likely to be under trebuchet fire in 24-48 hours (since apparently the defending force is pretty dang fast).

There's also the issue that the other military forces aren't (I presume) comprised of orcs, goblins and the worst scoundrels in the country. They aren't going to want to burn their own capital down, and the people in the capital aren't going to want to fend off their own people, so your wizard might find himself dealing with people inside the walls doing mundane stuff to screw the defenders. One fishwife leaving a door open or dropping a ladder in the right place can make all the boiling oil in the world meaningless.

I'd be honestly more inclined to have the wizard (or a cleric) use some communication or teleportation spells to try to get the PCs to convince some of the commanders of the various other army sections to join them.

The civil war looks a lot more palatable to the average guy when its more of a 50-50 as opposed to 90-10 split.

Ehh, there are other factors at play which make it not so bleak as you're putting it. I just have to work out a few minor details in order to make sure it all holds together. (Well, as together as things can be until the PCs do what PCs do -_^ )


Gregory Connolly wrote:
How is the opposition feeding 50,000 people? That right there can end the war in a week. Steal their food and they stop being an army and start being 50,000 desperate looters, which you can then save by giving the food back to anyone who surrenders. Who are they going to follow the unpopular guy who almost starved them to death or the guy with the food?

Interesting. But that's a lot of food spread out over a lot of locations; without simply destroying the food stores how would you go about stealing them in an efficient manner?

Also, the opposition is supplementing their own supplies by plundering the country they're currently invading.


Xexyz wrote:
Gregory Connolly wrote:
How is the opposition feeding 50,000 people? That right there can end the war in a week. Steal their food and they stop being an army and start being 50,000 desperate looters, which you can then save by giving the food back to anyone who surrenders. Who are they going to follow the unpopular guy who almost starved them to death or the guy with the food?

Interesting. But that's a lot of food spread out over a lot of locations; without simply destroying the food stores how would you go about stealing them in an efficient manner?

Also, the opposition is supplementing their own supplies by plundering the country they're currently invading.

Probably by working with CG outsiders or fey. This is the kind of prank they would go for. Outsiders are much easier for a Wizard to come by. Gating in good outsiders in general will be much more effective. Who wants to fight against angels? Good outsiders also will be easier to convince, the goal is to overthrow an evil tyrant and restore peace to at least two kingdoms, and most of them will be jumping at the chance to help. They will also be seen as an outside force rather than "your army" by the rank and file, even if the commanders know better.


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I had a devilish thought. The high level wizard scries the place, then teleports in the special ops squad (the PCs).

From there, it's up to the PCs to do everything they can to foment revolt in the capital and/or to render ineffective the king and ruling family. The players have a McGuffin they can use to contact the wizard. However, he charges the PCs' patrons a high consulting fee for his services, and on top of that he charges the normal spellcasting rates (and, on yes, he charges money for teleporting to wherever the PCs are, then teleporting away). The patron has an established budget for the wizard's services. If the PCs go over that budget, then the wizard's excess consulting fees will be taken out of the PCs' compensation.


It depends on how you want to play it out. Played to his full potential the other realm has no chance in hell. Wish loops and s#%$ could go down here, Simulacra of high level creatures, etc

Just Dominating the leaders minds will easily take over a kingdom. If necessary use Disjunction beforehand to get rid of protective artifacts.

I'd go for less overkill ways instead. An Adamantine Golem would be pretty impossible for a normal army to deal with and could pretty much wreak havoc there.

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
DM_Blake wrote:


This is what the USA did wrong in the Korean Conflict and the Vietnam War. They did not commit, and the end result was that the USA lost those wars and a lot of American lives were lost for no reason.

For very good reason. The US was playing a proxy war with China and the Soviet Union both sides content to keep the fighting (and the casualties) to the designated game board. (This wasn't the only proxy venture, both sides were also doing one in the Middle East in which the US and the West had considerably greater success.

Neither party really wanted escalation, especially since both the Russians and the Chinese had previously amply demonstrated how much they're willing take and give back if we upped the ante. Remember that this is a world bristling with considerably more nuclear weapons than all concerned have today. And you might want to study the Cuban Missile Crisis in depth to see how close things actually got.

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
Spook205 wrote:

Its one of the reasons the british got cheesed at the americans in the war for 1812).

The other being that we pretty much started it. :)


Polymorph any object is permanent if you stick to the same kingdom/type and lesser intelligence than the base creature you started with. The typical giant has between int 6-12. Even if it only emulates giant form and doesn't straight up turn them into the monster itself that is some nasty power. turn them into trolls for regeneration or one of the huge giants to act as living siege weapons. Recruit a group of Kobolds and you might be able to swing permanent polymorphed dragons/Wyverns/Drakes as well.

dunno about you but were I a soldier watching an army come over the hill with fifty trolls and fifty fire/frost/cloud giants come tromping over the hill all decked in full plate (because Giant form transmutes your armor and weapons to the larger size as well) I would be rather concerned. More so when the dragons come over and start burning everything.
Devoting all 8/9th level slots to this venture would mean something like 10 permanent polymorphs a day.

Everyone else seems to have covered most of the clever ways to leverage spells in this instance.


Xexyz wrote:
DM_Blake wrote:
You are at odds with yourself...
You're creating a false dilemma by presenting a binary of 'zero casualties' vs. 'total war'. There's a middle ground which is the goal.

I still don't see how "Use walls of fire to give favorable battlefield conditions" (implying that my soldiers defeat the enemy soldiers in a battle) is any better than "Use meteor shower to slaughter the enemy without a battle".

In both cases you're using magic that results in dead enemy soldiers.

I'm not creating a false binary. Actually, I think YOU did: In your OP you said "The goal of the aggressor is to win the war with as few casualties as possible on both sides. So directly attacking the enemy armies with stuff like Metor Swarm, Tsunami, and other similar spells is off the table unless it's absolutely necessary" and you also said "Using wall spells (mostly Wall of Fire) to create favorable battle conditions".

Since "favorable battle conditions" means conditions by which your soldiers can kill their soldiers, these two quotes contradict each other.

Do you want to kill enemy soldiers or not? Make up your mind.

I'm suggesting that if you're OK with dead enemy soldiers, then it doesn't matter if they died in your fire or died by your soldiers' swords - they're still dead. However, in the second case, probably some of your own soldiers died making them dead so the favorable battlefield actually seems LESS desirable than simply nuking the enemy armies. Me, I'd prefer zero allied casualties as the most desirable outcome.

So if killing enemy soldiers is acceptable to you, then why the arbitrary restrictions of "I'll use magic to let my guys kill their guys but I won't use magic to kill their guys"?

But if killing enemy soldiers is NOT acceptable to you, then it seems that no amount of favorable battlefield conditions would make you happy, except maybe harmless conditions that completely and absolutely prevent the enemy soldiers from engaging you or your ally soldiers (and that's not really favorable battlefield conditions as much as absolute battle prevention).

If this is the goal, then I gave some generic hints in my previous post.


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Low level spell I really like is minor creation for dust. Dust explosions in confined spaces are nasty.


DM_Blake wrote:

I still don't see how "Use walls of fire to give favorable battlefield conditions" (implying that my soldiers defeat the enemy soldiers in a battle) is any better than "Use meteor shower to slaughter the enemy without a battle".

In both cases you're using magic that results in dead enemy soldiers.

I'm not creating a false binary. Actually, I think YOU did: In your OP you said "The goal of the aggressor is to win the war with as few casualties as possible on both sides. So directly attacking the enemy armies with stuff like Metor Swarm, Tsunami, and other similar spells is off the table unless it's absolutely necessary" and you also said "Using wall spells (mostly Wall of Fire) to create favorable battle conditions".

Since "favorable battle conditions" means conditions by which your soldiers can kill their soldiers, these two quotes contradict each other.

Do you want to kill enemy soldiers or not? Make up your mind.

I'm suggesting that if you're OK with dead enemy soldiers, then it doesn't matter if they died in your fire or died by your soldiers' swords - they're still dead. However, in the second case, probably some of your own soldiers died making them dead so the favorable battlefield actually seems LESS desirable than simply nuking the enemy armies. Me, I'd prefer zero allied casualties as the most desirable outcome.

So if killing enemy soldiers is acceptable to you, then why the arbitrary restrictions of "I'll use magic to let my guys kill their guys but I won't use magic to kill their guys"?

But if killing enemy soldiers is NOT acceptable to you, then it seems that no amount of favorable battlefield conditions would make you happy, except maybe harmless conditions that completely and absolutely prevent the enemy soldiers from engaging you or your ally soldiers (and that's not really favorable battlefield conditions as much as absolute battle prevention).

If this is the goal, then I gave some generic hints in my previous post.

The war has to be won in the correct fashion in order to create the desired political climate once the war is over. Can the wizard simply slaughter the enemy armies before they even have a chance to engage with the aggressor army? Sure. But the aftermath creates a more difficult situation for the aggressors once the war is over. The perception will be that the wizard won the war, not the aggressors, which paints a big target on the wizard's back and diminishes the perception of the aggressor.

Furthermore, there are important factions not directly involved in the conflict whose allegiance must be won. The good aligned faith organizations for starters. Minimizing - which, again, is different than eliminating - casualties and limiting collateral damage shows them that the aggressors simply aren't the New Boss, Same as the Old Boss.


To eradicate the enemy forces, simple bruteforce tactics would suffice.

A few normal rods of widen spell and some castings of Cloudkill would be an ideal way to thin the herds so to speak (cast at night with usual defensive/anti-scry/detection spells on)

It will wreak havoc with the enemy forces' moral knowing that at anytime after nightfall, there will be rolling mists of death wreaking havoc in their camps. Even if the casualties can be minimized by dilligent watchmen and quick feet/aoe dispel magics, it'll make the soldiers less and less happy about going to battle against the sorcerous powers and his men (whom they haven't even encountered yet)

Contagion/greater Contagion is easily one of the most diabolical and dangerous spells to use against an army on the march towards a battle. Use them early and often. And make sure to vary the deseases to keep the healers guessing.

http://www.d20pfsrd.com/magic/all-spells/w/wall-of-blindness-deafness

Placing one of those on a bridge an army is passing while flying above them (greater invis + non-detection) Will wreak havoc on enemy moral if they are forced through. Bonus points for doing it at night and throwing them it up in the path of running soldiers trying to get away from your cloudkill spells.

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