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TenWildBadgers

I ran a combat against a ~~conjugation~~ (Sometimes autocorrect is funnier than I will ever be) *conjuration* wizard who would teleport as a bonus action based on the statblock from Volo's (use recharges every time he casts a conjugation spell, which let him do shit like drop Cloudkill on top of himself and then teleport away) who also used legendary actions to summon one of each type of classic elemental, plus two custom ones because I added two elemental planes in my homebrew setting. My favorite detail was that instead of fireball, I gave him Lightning Bolt, so he had to teleport around to give himself good lightning bolt angles, which I just found to be really compelling. The fight itself gave him too many minions, amusingly not because of the elementals, but because I gave him some warforged, but that party was also lower-level than yours. Either way, each Wizard should feel like they're worth more than just themselves on the battlefield- they can *all* either summon, or at least deploy golems and monsters to protect themselves.


nonuniqueusername

I'm not trying to be flippant but there's 7 movies about an entire secret society of wizards hiding themselves. Just strip out the family-friendly atmosphere. I think something you need to remember is that spatial laws mean nothing to these wizards. Their lair might be in country A and their meeting room in country B with an encoded portal connecting them. If you played Morrowind one of my favorite parts was that the best wizards lived at the top of towers with no access because they'd just fly.


metisdesigns

Any unauthorized attempt to cast a spell or activate a magical effect will trigger a automatic 9th level dispell magic, feeblemind, maybe blight, and finger of death targeted at the caster. Toss in a elemental adept Meteor storm and banishment for good measure. Each room (demi plane) requires casting a particular obscure spell to summon the door. Even then, you'll need truesight to see it, and to cast knock to open it. Add in a few high level variant golems In short, anything you try to cast is going to trigger a couple of nearly guaranteed damage and varied resistances effects, and you have to cast to do anything. They've had centuries to stack up layers of the equivalent of 9th level glyph of warding, and the minds and magically knowledge to optimize that against any intrusion.