<div class="quoteheader"><div class="topslice_quote"><a href="https://elliquiy.com/forums/index.php?topic=283008.msg14045818#msg14045818">Quote from: PaleEnchantress on 04-04-2018, 05:02:49</a></div></div><blockquote class="bbc_standard_quote">Do you all think the intro fights were also for the GM to test how things work, or do you think it sets a precedent for the future? This is mostly me examining the usefulness of spells. <br/><br/>So far, lots of enemies but too spread out and too many hit points to easily nuke down the masses and powerful enemies either die instantly or are untouchable until their puzzle is solved. This isn't that uncommon for high level D&amp;D but I think we can front load damage even above the usual.  If powerful enemies last one round or can't be affected basic single target debuffs seem like a bad deal. AOE damage magic, normally not great, is even worse then usual. It does make Widen spell potentially useful (though not at +3 levels).  <br/><br/>I think basic AOE debuffing and control are going to be the most often useful in battle spells. Unless specialized the DC's probably wont be high enough to hit the big guys but it should have a good chance of working on their allies. <br/><br/>I should also give consideration to spells that could solve potential layers of defense that something might be employing. Brymil reminded me how some forms of magical problem solving still leave room where they can be beaten by exceptional use of mundane things.<br/></blockquote><div class="quotefooter"><div class="botslice_quote"></div></div><br/>At this point an AMF and a torch are the best defense against Byrmril or maybe a room where both the ceiling and floor are emitting lots of light to keep any shadows out so there is no where to hide.. He's using a lot of supernatural abilities to attack and is apparently a divine savant or something with hide at a base skill of well over a hundred and all the feats to stop from being seen by anything. I have no idea how he got out of the glitterdust though. The best I can think of is I triggered the pact with the glitterdust blind and it dismissed the spell a round later when it triggered. I still have more glitterdusts and other things available but I've got to get him to swing again to test out if it was that or not. He's also still got his ring of spellbattle on him so there's some countermagic waiting in the wings too.<br/><br/>At this point I'm mostly just delaying while the army gets cleaned up and trying to figure out how to get a bead on him again. I can't use any AoE on him that would be worthwhile since he's a shadowdancer. I'm assuming he's got at least 10 levels in it at this point so my best AoE if I cast it empowered and he failed his save and I rolled max on every die would only do at most 15 damage thanks to the 30 resist and improved evasion he doubtlessly has. Blasphemy and unholy blight don't work and since I know he has evasion the dc 15 reflex from the retribution on the undead is neutralized.<br/><br/>My two things I have left are glitterdust to get him and then command undead again if I can or use bladeweave, cast heroics to give me blind-fight as a feat, and then hope I can tag him with the daze to keep him from rehiding and cut him to ribbons.