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View Full Version : DM Help So.....Wizards....



Blackhawk748
2017-10-01, 03:06 PM
I don't Wizard. Like, not even a little. The 2 times i have (both where me running an NPC until my new character got dropped in) i basically just ran them like a crappy Sorcerer, meaning i filled most of my slots with the same spells. Now, i know how to build a Wizard, nab Abrupt Jaunt and Faerie Mysteries Initiate, probably go Elven Generalist. Bobs your uncle, Mary's your aunt, Wizard's done. But how do i run it?

Im gonna be using a Wizard in an upcoming game as an NPC and i can make a great list of spells he probably has, but i have no idea what he should have prepped on a day to day basis (as im used to always having my tools available). So, give a Sorcerer a crash course on Wizardry?

Crake
2017-10-01, 03:14 PM
I don't Wizard. Like, not even a little. The 2 times i have (both where me running an NPC until my new character got dropped in) i basically just ran them like a crappy Sorcerer, meaning i filled most of my slots with the same spells. Now, i know how to build a Wizard, nab Abrupt Jaunt and Faerie Mysteries Initiate, probably go Elven Generalist. Bobs your uncle, Mary's your aunt, Wizard's done. But how do i run it?

Im gonna be using a Wizard in an upcoming game as an NPC and i can make a great list of spells he probably has, but i have no idea what he should have prepped on a day to day basis (as im used to always having my tools available). So, give a Sorcerer a crash course on Wizardry?

For the most part, you just run a wizard as you described. Have a selection of broadly applicable spells (battlefield control, polymorph spells, a few buffs, etc) that you prepare the same day after day. The power of the wizard comes from when you come across an issue and you can step back, analyze it, and come appropriately prepared. This usually comes in the form of niche spells like various divinations (for which spontaneous divination is amazing for by the way), or perhaps downtime activities like wall of stone and fabricate to construct a fortress to defend against an incoming attacking force. With elven generalist, you're gonna have less spells per day than a sorcerer, no doubt about it, but your strength isn't from your staying power on any day-to-day basis, it's your versatility, your ability to come up with answers for most situations with a few very broad spells, and having the niche solutions given the time to prepare them.

ExLibrisMortis
2017-10-01, 03:32 PM
Devote a couple of slots to buff spells, such as the heart of X line, that require too many slots for sorcerers. Use something like Elder Giant Magic + optional material components to make pre-cast buffs more powerful. You can even use a time pool system (http://www.giantitp.com/forums/showthread.php?526340-Trying-Out-Angry-s-Time-Mechanic), adding an active buff spell whenever the party makes a mistake.

Having a large variety of spells really helps when putting together a comprehensive buff package.

Eldariel
2017-10-01, 03:32 PM
Wizards are all about preparation. You can make a Wizard do anything but not at once
(well, Uncanny Forethought allows doing it spontaneously). Thus you prepare for the task at hands. Of course, build matters too - summoner prefers summons due to resources spent.

Humanoids? Charm Person, Sleep, Color Spray, Daze, etc. probably come in handy. Undead? Silent Image, Command Undead, Magic Weapon, Protection from Evil (vs. Possession) Outsiders? Grease, Protection from Evil, Enlarge Person. Intrigue spell list differs from protection or combat. Solo list from teamwork. Et cetera.

Have a core list with general purpose spells. Grease, Color Spray, Web, Glitterdust, Stinking Cloud, etc. Add specialist spells as scenario determines. Use downtime with Shrink Item, Symbols et sl. Profit.

Thelonius monk
2017-10-01, 06:20 PM
Is this an adventuring wizard? Or is it a city wizard? If the first, then about 60% damage spells, 25% defense spells, 10% utility, and 5% buff. If it's a city wizard, then basically ignore damage spells on a day to day basis, those situations just don't happen enough, maybe 2-4 just in case. Focus on stuff like divinations or conjurations that would help with research or creation; the kind of things they'll probably be doing most of the time.

Blackhawk748
2017-10-01, 06:33 PM
Is this an adventuring wizard? Or is it a city wizard? If the first, then about 60% damage spells, 25% defense spells, 10% utility, and 5% buff. If it's a city wizard, then basically ignore damage spells on a day to day basis, those situations just don't happen enough, maybe 2-4 just in case. Focus on stuff like divinations or conjurations that would help with research or creation; the kind of things they'll probably be doing most of the time.

Hes a researcher, but he does that by diving into ruins and using them as temporary bases for his experimentation. Oh and hes going a bit mad.

Yahzi
2017-10-02, 01:58 AM
Hes a researcher, but he does that by diving into ruins and using them as temporary bases for his experimentation. Oh and hes going a bit mad.
They're NPCs. They can use Schrodinger Memorization.

If he's never met the party before, then each round you pick the best spell for that round, and roll a 50% chance that he memorized it. If he's met the party before, then the chance is 100%.

Often I give my NPCs Scroll books; they cost 10 times as much as a scroll, and have a 50% of containing whatever scroll is needed at the moment. If the players get ahold of the book, the chance drops by 5% every time they use a scroll (until all 10 are gone).

John Longarrow
2017-10-02, 02:13 AM
I'm with Yahzi on this.

NPC wizard, decide as DM what he's doing and how much he's able to devote resources to "What will be happening". If he's able to divine for days on end while also doing other things, let him be prepared when the party shows up. Let him know about when they will be there, set up his defenses (and minions) with the party in mind, and decide on half of his spells before the session starts. The "Unassigned" slots can be used for any spell he think he'd have access to AS needed.

This is an NPC.. one who's supposed to be really good at research, planning, and be very smart to boot.

Also pre-plan three ways he can get out if the eventual fight with him goes south...

Mr Adventurer
2017-10-02, 02:24 AM
You can't grab both Abrupt Jaunt and Elven Generalist, surely.

ryu
2017-10-02, 03:35 AM
You can't grab both Abrupt Jaunt and Elven Generalist, surely.

Yeah. Mutually exclusive. Abrupt jaunt is only for focused specialist conjurers. Now if you want something that's stupidly strong to combine with generalist and debatably stacks by RAW snap up domain wizard. Also to fix all your lack of knowledge about what you should prepare grip up spontaneous divination and versatile spellcaster. Now you no longer need to prep divinations. Any divination spell needed is cast at cost, and any other spell is something you either prepared or cast at the price of two slots the level below. In addition to having entirely too many slots you now have better than sorcerer versatility with more high level effects and spells known assuming some non-zero percentage of your prepped spells are throughout the day. Slap on faerie mysteries initiate and necropolitan for a higher amount of HP and some nice immunities.

Blackhawk748
2017-10-02, 08:22 AM
You can't grab both Abrupt Jaunt and Elven Generalist, surely.

Technically no, but the Acf for Jaunt doesn't specify in the requirements that you have to be a specialist. RAI is rather clear though

ryu
2017-10-02, 09:03 AM
Technically no, but the Acf for Jaunt doesn't specify in the requirements that you have to be a specialist. RAI is rather clear though

I mean if your gonna go that far with it also do all of those other things I mentioned? The result would literally be a completely superior sorcerer, and the best part is that even using a simple versatile spell logic where you pick evenly distributed versatile spells and whatever buffs you start the day with, like you'd pick spells known on a sorcerer, you'd still almost certainly never run out of powerful relevant actions to take. Many of which exactly the actions that perfectly counter whatever the enemy has done.