BBEG Spell List -- Help! [Archive] - Wizards Community

Post/Author/DateTimePost
Murr-Quan Lord #2

03-26-05, 09:27 AM
Okay, so I've got this 11th-level Enchanter, see, and he's supposed to wreak havoc on the party towards the end of the game. We're going to be playing out the battle where he and his Shadar-Kai associates take over the Temple of Pelor, and later on there's going to be a climactic duel at his tower.

The only problem has been picking out his spell list. Especially since he has the money to buy tons of different spellscrolls, along with a Boccob's Blessed Book to scribe them all in without paying the materials cost. Furthermore, we're using the Spell Points variant from Unearthed Arcana, which means that he can prepare spells he might not even use just in case, and cast the same spell twice or more in the same encounter.

It took me a little while to decide on Enchantment as his focus. It's not as likely to be lethal to our party (almost all of which has good Will saves and/or elf racial bonuses), but it can produce dramatic effects, and it just seems to suit his personality. There are a lot of good Enchantment spells, and I believe that I've already picked out the ones he will use. Aside from that, though, what else should he take? I'm looking at second- to fourth-level spells in particular, as I believe I already have the higher-level spells picked out. Are there any contingencies I should prepare for?

Because it'll probably be helpful to know, his prohibited schools are Divination and Evocation. Yes, I know it sounds like he's shooting himself in the foot. :)

Thanks!
Luminous Crayon

03-26-05, 10:49 AM
Hmm. Illusions might be fun for a mage of this variety. Start with Greater Invisibility and cause a little havoc while you're unseen, using Suggestion, Hold Person, Dominate, or other fun spells on the PCs while they're still trying to find out where you are. Have a little fun with Major Image. Heck, for a bad guy mage, there's often no spell in the book more useful than Disguise Self.

I've played a no-evocation mage before, and you can be quite effective with the right allies. Get a gang of henchmen, set them up with some nice transmutations (haste, perhaps polymorph, some bull's strength) and watch them wreak a little havoc while you do magely things in the background, far from the reach of the PCs. Summon some monsters from the abyssal plains to throw at them (I like the fiendish monstrous centipedes from the SMIII list, personally.) Also, don't forget that even without evocation, you can throw around a little damage in the form of Conjurations (Melf's Acid Arrow, the ever-painful Evard's Black Tentacles) and Necromancies (Vampiric Touch.)
smrtgmp

03-26-05, 07:59 PM
Since you're the DM, it doesnt really matter, but generally speaking you cant take Divination as a prohibited school. You probably dont want to, either, as it means he would have no means of detecting PCs hidden by magic.

I talk about putting Enchantment spells to good use here (http://boards1.wizards.com/showthread.php?t=393885). That might have some tips for you. Something to keep in mind is that an Enchanter will always have a bunch of friends around. Pick lackeys that compliment your enchanters abilities. If the PCs have good will saves, you're probably better off having the enchanter buff his minions.

Whatever happens, it probably shouldnt boil down to a fight between the PCs and a lone enchanter. An enchanter should never be alone.
Vatras

03-26-05, 08:54 PM
Here are some suggestions as asked for (PHB only):

2.: Mirror Image, Invisibility, Web, Spectral Hand, Blindness/Deafness
3.: Dispel Magic, Stinking Cloud, Blink, Displacement, Vampiric Touch, Fly, Slow
4.: Dimension Door, Stoneskin, Gr. Invisibility, Phantasmal Killer, Bestow Curse, Polymorph

He has to be able to deal with grappling and the groupīs magic, therefore I listed a lot of defensive spells.
Murr-Quan Lord #2

03-27-05, 01:01 AM
Many thanks to everyone for the advice!

smrtgmp: Oh, darn, I forgot about that. Now I have to figure out some other school of magic for him to unlearn and rework his spell list again. Ah well, many thanks nonetheless. Despite Luminous Crayon's advice, I'll probably have him prohibit Illusion ... I think. The only Necromancy spell he actually has is False Life, but it's pretty darned good ... do its temporary hit points stack with those gained from Greater Heroism, does anyone know?

After having written that article you're going to hate me for this, but he's actually something of a loner. He has below-average Charisma and is very aloof in-character. He especially hates other elves, as they're annoyingly frivolous and have resistance to his spells. He does use his magic to manipulate other people, though, and probably has people on the elven high council who've worked for him before and don't know it. Now I just need to give some thought as to how.

He does have temporary minions, in the form of the Shadar-Kai. They're relatively weak, but a Haste spell or two ought to help. That, and such things as Rage and Heroism.

Vatras: In case of grappling he has Teleport. It has no somatic or material components.
Elf-Killer

03-27-05, 02:16 AM
well, if you're into polymorph you could pick a form that suits you + wraithstrike (Transmutation - CV) to make your melee attacks as melee touch attacks.

Also, the lesser orbs of (element) are quite useful as they are only lvl 1 and are from the conjuration school. CA

If your players have SR, assay resistance is lvl 4 (divination - CA) gives you +10 to beat SR of one of them, Spell Vulnerability is another SR-dealing spell from the Planar Handbook (lvl 3 - Transmutation)

on a side note, you should consider taking the lvl 10 substitution from the planar handbook wich will allow you to give the [evil] tag to all your spells, and take Spell Focus (evil) from CD, and while you're at this you could give your enchanter a Soul Tick, this way all your spell will be automatically empowered without spell slot required or the casting time... :devil:

Enervation (necromancy) is a must, lvl 4 and allows no save. empowered it will deal a hard hit to your players saves allowing you to use your spells to kick in more times

EDIT: the soul tick is in FF (220-221)