wizard advice


Advice


Hey everyone. I am dming a group through Crimson Throne AP. I am just wondering about playing the casters in this AP especially the ones near the end in the last module. How many spells can they cast in a round? How would their familiars fit into combat etc...

I don't play full casters so I find suddenly playing 12th level characters a bit daunting. I could fudge my way through it but I think my players deserve a better encounter than that.

Thanks in advance

Grand Lodge

Disclaimer: I know no specifics about the casters or their familiars in this AP. The following advice is general caster advice.

These casters are 12th level? That means the wizards are at 6th level spells. First thing I would do is go through and highlight/mark any of their spells that are quickened. Then I would go through and mark/highlight all their spells which take longer then 1 standard action to cast. Thirdly, go through and make all their defensive buffs ie shield and mage armor and their kind.

The remainder of the spells will be their offensive spells and their ooc/utility spells.

Depending on how much time they have before the PCs arrive, and depending on if they know, they should have their main defensive buffs before combat. During Combat, they will be using their attack spells. Avoid the use of the utility spells (detect magic, most divination spells, etc) during combat, as they usually take a few rounds to have an effect, rounds in which the caster will likely be disrupted and lose the spell anyway.

Per your specific question: how many spells per round? The answer is typically 1. Most spells are a standard action to cast (with some being longer) and thus you can only get 1 spell a turn, usually. The quicken metamagic feat changes this to make 1 spell a swift action, thus allowing you to get 2 spells a turn, at a price.

Per your specific question: how do familiars fit into combat? The answer is typically, they do not. You can use them to deliver touch spells, and some of the improved familiars have special abilities, but the basic general familiar will be hiding in the wizard's bag for most of it's life.

Silver Crusade

Excellent suggestions above. Do that. When running high level casters these two situations are most common:

1. Reactive foe: PCs stumble on unprepared 12th level caster at close range in a confined space. Caster quickly gets dead.

2. Proactive foe: Caster knows PCs are coming. Avoids them for a bit, spends 17 rounds buffing up and summoning allies. Waits until PCs start another fight, then falls upon their flank. Opens combat with some really nasty high level spell combination, probably directed at the party casters, while summoned allies rush in. Caster should avoid exposing self to danger, and should flee at the proper time. All 12th level casters can have a way to flee. PCs may have trouble.

Make sure you have a plan for each. Well, #1 is more the PCs plan, not your NPCs plan.

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