How do you kill an evil monk with Magic!!! [Archive] - Wizards Community

Post/Author/DateTimePost
wcwlc

03-19-06, 01:23 AM
As the highest lvl wizard in our group, I enjoy the role of being one of the most powerful member of the group. An evil copy of me was make and I was make to attack the group. Although I am happy to report that the "evil me" didn't managed to kill any member of the group I am MAD that the "evil me" DIDN"T kill any member of the group. Kind of a black spot on my pride. I think part of the problem is because of our 12 lvl monk whose magic resistance really neuralize my attack. Now I am making it my life long goal to find a way for my wizard to kill a monk using magic. I am currently at 14 lvl wizard. Any suggestion will be great! :confused:
Squaba

03-19-06, 01:30 AM
Hold Person, Paralyze, Ghoul’s Touch, Walls, Touch Attack Spells, Spell Focus, Spell Penetration, Specialize in a School, Summon something Bigger and Meaner then them… Really there’s no limit to your options, A Monk’s saves are impressive, but if you plan yourself out carefully your saves can be nigh-unbeatable.
ShadowDragon8685

03-19-06, 01:37 AM
Hint: Anything that does not allow a saving throw. Remember that Illusions fall into this catagory, at least until they have "significantly interacted" with them.

And if the "significant interaction" is "falling down the 30 foot pit trap lined with Gelatinous Cube", it won't matter. :)
runestar

03-19-06, 01:42 AM
Cast assay resistance, use limited wish to lower his next save by -7, then nail him with a finger of death. ;)
Kerri_Evanwood

03-19-06, 01:50 AM
An antimagic field will negate many of a monk's supernatural abilities.
ShadowDragon8685

03-19-06, 01:58 AM
Kerri, remember that while it will negate a Monk's SU abilities, most of a monk's abilities are EX.

And remember that the OP is a Wizard, who is actually a primary spellcaster. Antimagic fields are things that Monks employ to kill Wizards, not the other way around!
Luminosity

03-19-06, 02:11 AM
Touch spells are a terrible idea against a monk. Almost all of their AC is touch.
Kerri_Evanwood

03-19-06, 02:12 AM
Kerri, remember that while it will negate a Monk's SU abilities, most of a monk's abilities are EX.

And remember that the OP is a Wizard, who is actually a primary spellcaster. Antimagic fields are things that Monks employ to kill Wizards, not the other way around!

From my observations it's about a 50-50 split between SU and EX.

You do make a good point there, though.
Vaelan

03-19-06, 03:58 AM
Buy a Scroll of Dimensional Lock.

Set up a Contingency to Polymorph you into something big and nasty when you drink a potion of bull's strength.

Use Walls of Force and the scroll of Dimensional Lock to block his escape.

Cast Tenser's Transformation and proceed to beat him to death. Easily.
Silverthumb128

03-19-06, 04:16 AM
Curses are good. Granting him a nice -6 penalty to an ability score after taking a specific action is good. They've always got a dump stat, so determine what that will be for the Monk first, Curse that, then try to damage/drain that ability score to 0. Then just stab him with daggers. :D
was_fired

03-19-06, 04:34 AM
Heh good luck with any sort of curse. Bestow curse allows for SR and a Will Save to negate. Monks have good will saves and SR. Meaning if your equal levle without spell penetration the monks SR of 10 + Level gives you a 45% chance of failure. Then their Will Save is 2 + Level / 2 + Wis Mod. Since the highest level power you can cast is roughly your level / 2 they only need to roll an 8 + Your Int Mod - Their Wis Mod - Any other bonuses they have. Finally bestow curse is a touch spell meaning you need to get up to them and hit their touch AC... monks being one of the only classes in the game with a good touch AC.
Radijs

03-19-06, 05:24 AM
The spells you'll want to cast are spells that do not bother with SR and do not allow saves. At the same time you'll want to keep the monk away from you or give yourself the STR to keep the monk at bay.

Good things to do:
Lvl 7 spell: reverse gravity. No SR no save Unless the monk can fly he is just hanging there practically helpless.
Of course its important to be flying during this stunt and also to be invisible.
Once he's helpless finish him off with a load of scorching rays of magic missles or orb spells.
Vaelan

03-19-06, 07:52 AM
Lvl 7 spell: reverse gravity. No SR no save Unless the monk can fly he is just hanging there practically helpless.
12th level Monk ability: Abundant Step. It is going to take more than that.
taradusis

03-19-06, 08:17 AM
Monks need room to move,a small room filled with water,cuts their mobillity and may cancel dex bonus to ac.clouds of gas that linger and poison?create and send in level draing undead like vampires,wraiths?A room with water that contains aquatic ghouls?
Count Arioch the 28th

03-19-06, 08:30 AM
12th level Monk ability: Abundant Step. It is going to take more than that.


Do it a second time. Abundant step is 1x per day.

If you as a wizard are flying and invisible, it's going to take a while to even find you.
wonlee76

03-19-06, 01:17 PM
Considering a level 12 monk doesn't get spell resistance yet (Level 13 monk ability), I will presume the PC is a race that grants SR (Drow maybe?).

Why even make this a "fair" fight in any way. Get a Scythe. When the monk is asleep, use your magic to sneak up on him so he fails all checks and is considered helpless. Coup De Grace.

Before attempting the coup de grace, have every useful defensive buff spell up. I'm partial towards stoneskin (since the monk will not have Ki Strike (Adamantite) yet and in my experience, monks don't like carrying weapons around for some strange reason), fireshield (so when he does hit you, he takes damage in return), and possibly blur/displacement to give the monk a miss chance. A handful of low level spells that makes you last long enough to escape or screw with the monk depending on your spells. Summon monster spells, polymorph yourself into something big and nasty... whatever works for you. Or you can just target the weakest save of the monk (most likely Fort). Not sure how many good fort save spells there are that does not require a range touch attack for a wizard but look it up. You might find a few interesting spells.
DrMorganes

03-19-06, 01:27 PM
Or you can just target the weakest save of the monk (most likely Fort).Monks don't have a weak save.

And if a single Level 14 wizard (with level-appropriate gear and time to prepare) can't take down any other single PC of equal level (also with level-appropriate gear), you're doing something horribly wrong.
wonlee76

03-19-06, 01:40 PM
Monks don't have a weak save.


Chances are the monk's Fort save is the weakest out of the batch because of Stats. Not because of the Base Save. As such, I usually see monks having higher wisdom or dex modifiers then Con modifiers. It usually isn't that big of a difference but a 1 or 2 point difference in saves can be an advantage.
AlanBruce

03-19-06, 01:47 PM
The fact that this monk has SR has been mentioned several times, even providing information as to what level said monk would attain it. However, the class itself does not provide SR. Perhaps if we could have some information as to what race is this particular monk?
Millennium

03-19-06, 02:13 PM
The problem with your particular situation is that the best way to kill a monk really is to just plain beat him upside the head. Despite all the bonuses he gets to his AC, it actually turns out to be surprisingly poor at high levels, and his relatively low Hit Dice won't stand up to repeated punishment for very long.

If you have access to Tenser's transformation, then that could help. You could also swipe a page from the Druid and polymorph yourself into a dire tiger or polar bear. If you can't transform yourself, you could use summon spells to get somebody else to do it for you.
20goingon1232

03-19-06, 05:25 PM
Against Monks, the best spells are still the Summon spells. At 14th level, you can bring up some pretty ugly stuff. Just find a combat type monster or animal and let it maul the Monk to death.
Vaelan

03-19-06, 07:44 PM
Do it a second time. Abundant step is 1x per day.
And two Reverse Gravities is, in fact, more than one. As such, my statement that it will take more than a Reverse Gravity is accurate. ;)

However, the class itself does not provide SR. Perhaps if we could have some information as to what race is this particular monk?
Diamond Soul, the Monk's level 13th level special ability, grants SR equal to one's current Monk level plus 10.
Silverthumb128

03-19-06, 08:09 PM
Heh good luck with any sort of curse.

Given that everything in the game is dependant on dice rolls, all you ever had from the start was luck. :rolleyes:

45% chance of failure means 55% chance of success. Better than half. And what caster isn't prepared for Spell Resistance, anyhow?

And While Monks have good Touch AC, they are almost completely dependant on ability scores, which means that having both Wisdom and Dexterity as 18 still ends up in 18 AC, and that's certainly not impossible to beat.

And if you're a caster, then your highest ability score is probably determining your spell DCs, so I wouldn't discount at least a close match between that and the Monk's Will save.
IceFractal

03-19-06, 09:29 PM
Forcecage. Twice.

Use the barred cage version, and after the second one, use Wall of Stone to make a big cup around him, and fill it with acid (Major Creation could be helpful here). Maybe even water would work, unless he has means to avoid breathing. Or if that takes too long, just get a huge squadron of archers to shoot at him once you've got him caged.
Kresalak

03-19-06, 09:43 PM
It's time for another installment of:

Kresalak's Guide to Killing Monks as a 14th Level Wizard

Step One: Get monk. (This is necassary.)
Step Two: Get Limited Wish and Finger of Death.
Beak Time: Assuming 16 starting Int, +3 from levels, an item of Int +6, and a Tome +1, you will have 26 Int, which means +8. Using Finger of Death, you have a DC of 25. Your monk has a base Fort of +8, with assuming 14 Con and a cloak of resistance +4, a save bonus of +14.
Step Three: During the suprise round, cast Limited Wish. Now, the monk cannot kill you in one round. Cast Finger of Death. His save is now at +7, meaning he needs an 18 to live.
Step Four: ???
Step Five: Profit!

Now, without the theatrics:

Step One: Get monk.
Step Two: Get Black Tentecles.
Step Three: Cast Black Tentacles on monk. It has a grapple check of +22. The monk, with his BAB of +9 and Str of, let's say 16, has a grapple check of +12. Unless he took ranks in Escape Artist (few people do), he's screwed.
Step Four: Cast a Quickened Scorching Ray on the monk, who, being grappled, is treated as flat footed. He is not, however, in combat, so there is no -4 penalty. That's 12d6 damage, average 42. Summon up a Huge Earth Elemental.
Step Five: Use a lesser rod of Quicken to Rage the HEE, giving him +2 to Str, meaning +1 to attack and damage. Cast Freedom of Movement on HEE, and have him charge the monk. His attack is at +23, against a flat footed monk. He deals an average of 23 damage. Total damage dealt is 65. Assuming 16 Con, the monk has 94 HP. He's at 29.
Step Six: HEE beats on monk for average of 42 damage. Monk is dead,
Step Seven: ???
Step Eight: Profit!
CriminalTruth

03-20-06, 02:35 AM
Buy 1 Scroll and cast it.

Power Word Kill


Chances are he has under 100 HP
IceFractal

03-20-06, 03:29 AM
Toss a Stinking Cloud into those Evard's Black Tentacles and the Monk'll really be screwed. If possible, toss a bunch of clouds so the Monk has to make more saves.
Vaelan

03-20-06, 06:53 AM
Bah, Tenser's Transformation and Polymorph shenanigans is obviously the best answer.

Sure, you could throw a few save-or-die spells, but don't you think the Monk would feel much worse were he physically beaten to death by the Wizard?
R2

03-20-06, 10:31 AM
Something that should work, and doesn't require for you to have taken a special build from level 1 onward:

At 14th level, you can cast two (maybe more, depending on INT) 7th-level spells per day.

Buff yourself up with whatever sixth-and-lower spells you've got before combat, naturally. Invisibility and Fly are certainly good options.

Cast Summon Monster VII. A djinni or Huge Fire Elemental will certainly make things difficult for Mr. Monk Man.

Cast Summon Monster VII again. This time, get 1d4+1 creatures from the Summon Monster V list instead. A load of Medium Elementals, a couple Fiendish Giant Crocodiles, or a troop of Bearded Devils will make life even more difficult.

As he deals with your minions, keep casting Summon Monster spells. Direct your critters to use grapples, trips, pins, Aid Another, and flanking. By the time your first Summon VII wears out, you'll have a veritable army at your command.

And conveniently, Summon spells don't require saving throws and aren't nullified by Spell Resistance, since you're not targeting the Monk specifically. You can even cast them when Invisible without having to use the Improved version, making it quite difficult for the Monk to hunt you down and make a counterattack. And while he runs around looking for you, he provokes Attacks of Opportunity from every direction...
20goingon1232

03-20-06, 06:37 PM
Something that should work, and doesn't require for you to have taken a special build from level 1 onward:

At 14th level, you can cast two (maybe more, depending on INT) 7th-level spells per day.

Buff yourself up with whatever sixth-and-lower spells you've got before combat, naturally. Invisibility and Fly are certainly good options.

Cast Summon Monster VII. A djinni or Huge Fire Elemental will certainly make things difficult for Mr. Monk Man.

Cast Summon Monster VII again. This time, get 1d4+1 creatures from the Summon Monster V list instead. A load of Medium Elementals, a couple Fiendish Giant Crocodiles, or a troop of Bearded Devils will make life even more difficult.

As he deals with your minions, keep casting Summon Monster spells. Direct your critters to use grapples, trips, pins, Aid Another, and flanking. By the time your first Summon VII wears out, you'll have a veritable army at your command.

And conveniently, Summon spells don't require saving throws and aren't nullified by Spell Resistance, since you're not targeting the Monk specifically. You can even cast them when Invisible without having to use the Improved version, making it quite difficult for the Monk to hunt you down and make a counterattack. And while he runs around looking for you, he provokes Attacks of Opportunity from every direction...
Fly is your friend... :D
psionichamster

03-20-06, 08:40 PM
acid fog + wall of force + grease for the win

no SR, no save, slows movement, and you can re-do it when he abundant steps off the grease (nows the time to forcecage or acid fog him) repeat, as needed

walls of cold are good, as are VERY long falls (just make sure to toss him more than 10' from a wall)

spells that affect other objects are good, too...telekinetic thrust = 14 objects thrown at him, at bab 7 + int mod.

get some spell penetration, and prep as many quickened, maximized, and empowered magic missiles as you can.

every round, MM, Quickened MM, go away.
start w/ improved invis, and you can MM away for all day, at least until he drops.

if you have a wand w/ MM at 9th CL, you're set, as well. enough of the attacks will get through, and he has MAX 72 + 12 x con mod HP. even better idea...tell him you're casting a helpful spell (like stoneskin or the like) and instead hit him w/ finger of death, with a touch-poison as you deliver the touch. (ray..i forget)

of course, there's always "charm the fighter/barb/ranger and have them murder him" or "get him hung for a crime"

those both work, and you're away scott free

namaste'
the hamster
taradusis

03-20-06, 08:56 PM
A cursed item he picks up and cant remove,ever-smoking flask of the poisonous variety?Chaotic cursed item that cannot be removed and causes damage?Back-biting spear of monk-slaying :eek:.Cursed nun-chucks,that cant be removed and attack any non-chaotic who weilds them.Give them as gift,watch monk beat himself to death :)
CriminalTruth

03-21-06, 08:41 AM
i still say

scroll of power word kill <3
R2

03-21-06, 12:11 PM
scroll of power word kill

There's a margin for failure partly because the Scroll is of a spell at a higher level than the Wizard can cast on his own, and partly because Power Word Kill allows Spell Resistance.

I like the cursed item idea, though. Tell him you crafted him a pair of Boots of Striding and Springing (any Monk would love those!) but they're actually Boots of Dancing. A Helm of Opposite Alignment wouldn't kill him, or even make him lose his class abilities, but would sure throw the player for a loop.
High Octane

03-21-06, 12:21 PM
Invisibility and spectral weapon.

Touch, flatfooted AC. That should be around 16.