HoboKnight
2024-01-07, 07:10 AM
Hey guys,
the other evening, my party got in a scuffle in front of Candlekeep. As per module(Candlekeep Mysteries) four mages and four archmages appeared to enforce peace, but I realized my party would squish them in a turn if they wanted.
Why?
My party is only lvl 13 (4 paladins, 1 optimised ranged fighter), meaning:
- average AC 22
- hp 100+
- +10 to-hit, easily 50 dmg per hit with divine smite
- optimised ranged fighter: +10 to hit, four times average damage 20 per round
- different fear-related AoE affects
- three javelins of lightning, great AoE
- Haste spell
... and a lot of other shenanigans.
Now this is more a thought experiment then preparing an actual encounter for my party. TBH, I was a bit ashamed, ancient guardians of Candlekeep, who have surely seen such and stronger partyes, to bring to the table only vanilla Archmages and Mages who could, hands down, do very little vs my party. If one of the Archmages goes first, he casts Time Stop, but TBH all of his buffs during the rounds he gets do very little vs. my party. With my party, monster AC and hp are becoming irrelevant and for higher-level game play, this makes sense.
So I have decided to just switch out a few spells for archmages and I'd appreciate a short review:
Archmage idea: Wish instead of Time stop. Only function of Wish is an ability to replicate lower level spells such as Clone and Simulacrum(what other long-lasting spells could Wish replicate? Did I forget any?). Anyway, AM casts Clone, so he is rather safe from death. As an additional precaution, he orders Simulacrums to chain-casts Simulacrum, so he can bring a large amount of simulacrums to the table with same spells. By AM and Sims spamming Maze, Sims can "bounce out of the action" a few enemies, while the others gang up on the one enemy left present.
Mass suggestion is meant due to non-murderhobo-y nature of Candlekeep wizards. (An idea is a command: "please, lay down your weapons and have Sim45 here store them safely in a Candlekeep, while we all talk this over a cup of tea".) Teleport is "get out of trouble" card.
Spells of lvl 5 and below are IMHO only partially relevant for this. Things end or go awry in a first round or two.
I was also thinking of giving AMs a single item up to very rare. Perhaps a Weapon of warning, so they can roll Init with advantage.
General advice/criticism very welcome. Edited AM/Sim/Mage stats here:
Mages, Archmages Candlekeep
Archmage
Medium humanoid (any race), any alignment
AC 12 (15 With Mage Armor)
Hit Points 99 (18d8+18) Speed 30 ft.
STR10 (+0) DEX14 (+2) CON12 (+1) INT20 (+5) WIS15 (+2) CHA16 (+3)
Saving Throws Int +9, Wis +6
Skills Arcana +13, History +13
Senses Darkvision 60ft.
Damage Resistance Damage From Spells
Senses passive Perception 12
Languages Any Six Languages
Challenge 12 (8,400 XP)
Magic Resistance. The archmage has advantage on saving throws against spells and other magical effects.Spellcasting. The archmage is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). The archmage can cast disguise self and invisibility at will and has the following wizard spells prepared:
Cantrips (at will): fire bolt, light, mage hand, prestidigitation, shocking grasp
1st level (4 slots): detect magic, identify, mage armor*, magic missile
2nd level (3 slots): enlarge/reduce, mirror image, misty step
3rd level (3 slots): counterspell,fly, fireball
4th level (3 slots): banishment, black tentacles, greater invisibility
5th level (3 slots): cone of cold, scrying, wall of force
6th level (1 slot): Mass Suggestion
7th level (1 slot): teleport
8th level (1 slot): Maze
9th level (1 slot): Wish(used for Clone and Simulacrum in the past)
Actions
Dagger. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (1d4 + 2) piercing damage.
Dagger. Ranged Weapon Attack: +6 to hit, reach 20/60 ft., one target. Hit: (1d4 + 2) piercing damage.
Sim Archmage
Medium humanoid (any race), any alignment
AC 12 (15 With Mage Armor)
Hit Points 49 (18d8+18) Speed 30 ft.
STR10 (+0) DEX14 (+2) CON12 (+1) INT20 (+5) WIS15 (+2) CHA16 (+3)
Saving Throws Int +9, Wis +6
Skills Arcana +13, History +13
Senses Darkvision 60ft.
Damage Resistance Damage From Spells
Senses passive Perception 12
Languages Any Six Languages
Challenge 12 (8,400 XP)
Magic Resistance. The archmage has advantage on saving throws against spells and other magical effects.Spellcasting. The archmage is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). The archmage can cast disguise self and invisibility at will and has the following wizard spells prepared:
Cantrips (at will): fire bolt, light, mage hand, prestidigitation, shocking grasp
1st level (4 slots): detect magic, identify, mage armor*, magic missile
2nd level (3 slots): enlarge/reduce, mirror image, misty step
3rd level (3 slots): counterspell,fly, fireball
4th level (3 slots): banishment, black tentacles, greater invisibility
5th level (3 slots): cone of cold, scrying, wall of force
6th level (1 slot): Mass Suggestion
7th level (1 slot): teleport
8th level (1 slot): Maze
9th level (1 slot): Wish(used for Simulacrum in the past)
Actions
Dagger. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (1d4 + 2) piercing damage.
Dagger. Ranged Weapon Attack: +6 to hit, reach 20/60 ft., one target. Hit: (1d4 + 2) piercing damage.
Mage
Medium humanoid (any race), Any Alignment
Armor Class 12 (15 With Mage Armor)
Hit Points 40 (9d8)
Speed 30 ft.
STR9(-1) DEX14(+2) CON11(+0) INT17 (+3) WIS12 (+1) CHA 11 (+0)
Saving Throws Int +6, Wis +4
Skills Arcana +6, History +6
Senses passive Perception 11
Languages Any Four Languages
Challenge 6 (2,300 XP)
Spellcasting. The mage is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The mage has the following wizard spells prepared:
Cantrips (at will): Mind Sliver, Minor Illusion, Mold Earth, Ray of Frost
1st level (4 slots): absorb elements, mage armor, shield, Command
2nd level (3 slots): misty step, hold person
3rd level (3 slots): Hypnotic pattern, Counterspell, Dispel Magic
4th level (3 slots): Banishment, ice storm
5th level (1 slot): Synaptic static
Actions
Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d4 + 2) piercing damage.
Dagger. Ranged Weapon Attack: +5 to hit, reach 20/60 ft., one target. Hit: (1d4 + 2) piercing damage.
the other evening, my party got in a scuffle in front of Candlekeep. As per module(Candlekeep Mysteries) four mages and four archmages appeared to enforce peace, but I realized my party would squish them in a turn if they wanted.
Why?
My party is only lvl 13 (4 paladins, 1 optimised ranged fighter), meaning:
- average AC 22
- hp 100+
- +10 to-hit, easily 50 dmg per hit with divine smite
- optimised ranged fighter: +10 to hit, four times average damage 20 per round
- different fear-related AoE affects
- three javelins of lightning, great AoE
- Haste spell
... and a lot of other shenanigans.
Now this is more a thought experiment then preparing an actual encounter for my party. TBH, I was a bit ashamed, ancient guardians of Candlekeep, who have surely seen such and stronger partyes, to bring to the table only vanilla Archmages and Mages who could, hands down, do very little vs my party. If one of the Archmages goes first, he casts Time Stop, but TBH all of his buffs during the rounds he gets do very little vs. my party. With my party, monster AC and hp are becoming irrelevant and for higher-level game play, this makes sense.
So I have decided to just switch out a few spells for archmages and I'd appreciate a short review:
Archmage idea: Wish instead of Time stop. Only function of Wish is an ability to replicate lower level spells such as Clone and Simulacrum(what other long-lasting spells could Wish replicate? Did I forget any?). Anyway, AM casts Clone, so he is rather safe from death. As an additional precaution, he orders Simulacrums to chain-casts Simulacrum, so he can bring a large amount of simulacrums to the table with same spells. By AM and Sims spamming Maze, Sims can "bounce out of the action" a few enemies, while the others gang up on the one enemy left present.
Mass suggestion is meant due to non-murderhobo-y nature of Candlekeep wizards. (An idea is a command: "please, lay down your weapons and have Sim45 here store them safely in a Candlekeep, while we all talk this over a cup of tea".) Teleport is "get out of trouble" card.
Spells of lvl 5 and below are IMHO only partially relevant for this. Things end or go awry in a first round or two.
I was also thinking of giving AMs a single item up to very rare. Perhaps a Weapon of warning, so they can roll Init with advantage.
General advice/criticism very welcome. Edited AM/Sim/Mage stats here:
Mages, Archmages Candlekeep
Archmage
Medium humanoid (any race), any alignment
AC 12 (15 With Mage Armor)
Hit Points 99 (18d8+18) Speed 30 ft.
STR10 (+0) DEX14 (+2) CON12 (+1) INT20 (+5) WIS15 (+2) CHA16 (+3)
Saving Throws Int +9, Wis +6
Skills Arcana +13, History +13
Senses Darkvision 60ft.
Damage Resistance Damage From Spells
Senses passive Perception 12
Languages Any Six Languages
Challenge 12 (8,400 XP)
Magic Resistance. The archmage has advantage on saving throws against spells and other magical effects.Spellcasting. The archmage is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). The archmage can cast disguise self and invisibility at will and has the following wizard spells prepared:
Cantrips (at will): fire bolt, light, mage hand, prestidigitation, shocking grasp
1st level (4 slots): detect magic, identify, mage armor*, magic missile
2nd level (3 slots): enlarge/reduce, mirror image, misty step
3rd level (3 slots): counterspell,fly, fireball
4th level (3 slots): banishment, black tentacles, greater invisibility
5th level (3 slots): cone of cold, scrying, wall of force
6th level (1 slot): Mass Suggestion
7th level (1 slot): teleport
8th level (1 slot): Maze
9th level (1 slot): Wish(used for Clone and Simulacrum in the past)
Actions
Dagger. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (1d4 + 2) piercing damage.
Dagger. Ranged Weapon Attack: +6 to hit, reach 20/60 ft., one target. Hit: (1d4 + 2) piercing damage.
Sim Archmage
Medium humanoid (any race), any alignment
AC 12 (15 With Mage Armor)
Hit Points 49 (18d8+18) Speed 30 ft.
STR10 (+0) DEX14 (+2) CON12 (+1) INT20 (+5) WIS15 (+2) CHA16 (+3)
Saving Throws Int +9, Wis +6
Skills Arcana +13, History +13
Senses Darkvision 60ft.
Damage Resistance Damage From Spells
Senses passive Perception 12
Languages Any Six Languages
Challenge 12 (8,400 XP)
Magic Resistance. The archmage has advantage on saving throws against spells and other magical effects.Spellcasting. The archmage is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). The archmage can cast disguise self and invisibility at will and has the following wizard spells prepared:
Cantrips (at will): fire bolt, light, mage hand, prestidigitation, shocking grasp
1st level (4 slots): detect magic, identify, mage armor*, magic missile
2nd level (3 slots): enlarge/reduce, mirror image, misty step
3rd level (3 slots): counterspell,fly, fireball
4th level (3 slots): banishment, black tentacles, greater invisibility
5th level (3 slots): cone of cold, scrying, wall of force
6th level (1 slot): Mass Suggestion
7th level (1 slot): teleport
8th level (1 slot): Maze
9th level (1 slot): Wish(used for Simulacrum in the past)
Actions
Dagger. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (1d4 + 2) piercing damage.
Dagger. Ranged Weapon Attack: +6 to hit, reach 20/60 ft., one target. Hit: (1d4 + 2) piercing damage.
Mage
Medium humanoid (any race), Any Alignment
Armor Class 12 (15 With Mage Armor)
Hit Points 40 (9d8)
Speed 30 ft.
STR9(-1) DEX14(+2) CON11(+0) INT17 (+3) WIS12 (+1) CHA 11 (+0)
Saving Throws Int +6, Wis +4
Skills Arcana +6, History +6
Senses passive Perception 11
Languages Any Four Languages
Challenge 6 (2,300 XP)
Spellcasting. The mage is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The mage has the following wizard spells prepared:
Cantrips (at will): Mind Sliver, Minor Illusion, Mold Earth, Ray of Frost
1st level (4 slots): absorb elements, mage armor, shield, Command
2nd level (3 slots): misty step, hold person
3rd level (3 slots): Hypnotic pattern, Counterspell, Dispel Magic
4th level (3 slots): Banishment, ice storm
5th level (1 slot): Synaptic static
Actions
Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d4 + 2) piercing damage.
Dagger. Ranged Weapon Attack: +5 to hit, reach 20/60 ft., one target. Hit: (1d4 + 2) piercing damage.