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cython
2022-07-13, 11:22 PM
Hello all,

First post here. However, I have been reading the forums over the years and it has been an excellent source for our 3.5 D&D campaign.

Source material, everything with main focus on Core+FR+Complete series, but no Eberron, no Tome of Battle/Magic. The PCs are about 10-12 level.

I was hoping if you can help me in designing an interesting NPC/antagonist.

The basic idea/premise is to design a powerful wizard-type (up to but no higher than 16th level) who has lost his/her spellbook. Obviously, this is a considerable handicap, but if chosen correctly the powers that may have then this NPC can be still unexpected trouble to the PCs. Of course, this antagonist is not meant to overcome the PCs or even be a serious threat but rather to surprise them with a few selected powers.

I have been thinking about Archmage and spell-like abilities. This wizard could have a few high-level spell-like abilities (no 9th level spells) that could use. Telekinesis is a spell that has high value and applicability, but I am more interested in a spell combo that is not a powerful instantaneous effect.

A quicken polymorph if combined with Body Outside Body spell can become potent and surprise the PCs.

Any other ideas would be most welcomed.

Maat Mons
2022-07-13, 11:48 PM
I'm not sure how you get to 16th level with only one spellbook. My current Arcanist filled up his first book by 8th level.

You could make it farther with a Blessed Book, but since you can't start with one at 1st level, the Blessed Book is already at least your second spellbook. It's not like you throw the first one away, even if you copy the spells over for convenience.

And unless you're really strapped for time, even after you buy a Blessed Book, you take your free level-up spells in a normal spellbook first, then copy them over to the Blessed Book for free. It gives you two copies of all your spells, with no additional gp cost.



As a side note, there are some nice options if you're worried about losing your spellbook. Dragon magazine has Eidetic Spellcaster, which just eliminates a Wizard's need for a spellbook altogether. Complete Arcane has rules for tattooing your spells on your body. You can fit lots of spells on your skin if you play a Geometer. Also, I think a Mage of the Arcane Order could get a good spellbook together out the Spellpool if he had to.



If you do, somehow, wind up without your spellbook, try to conserve spells as much as possible. If memory serves, you can add any spell you currently have prepared to a new spellbook without needing any other source. So the spells currently in your head can be your new spellbook, as soon as you get supplies and time.

If you happen to have Planar Binding prepared, you can call an Ursinel (Book of Exalted Deeds, p174) and barter for the privilege of copying from its spellbook.

cython
2022-07-14, 12:06 AM
This is an NPC who will be awakened from a deep slumber by the PCs at his/her ancestral home which is looted. So when he wakes to find his/her home looted and all his/her spellbooks and magical items gone. Obviously, he/she does not trust the PCs but needs their help to recover his/her spellbook(s), meaning that conflict between the NPC and the PC might become inevitable until the PCs manage to help him/her or not.

This is not about a PC build, but an NPC. My question is how to design a wizard-type antagonist with enough powers not drawn from memorizing spells from a spellbook that would be of a challenge to the unprepared PCs.

sleepyphoenixx
2022-07-14, 12:39 AM
The Illusion Mastery (UA) ACF makes a wizard less reliant on his spellbook, but you have to specialize in illusions and give up the bonus spells.
Otherwise you can simply take Spell Mastery once or twice. Depending on what kind of wizard he is he won't need that many different spells to be reasonably effective.

Anthrowhale
2022-07-14, 05:59 AM
Uncanny Forethought allows spontaneous casting of any known spell (= written in your spellbook, whether or not it is "lost") int mod times per day.

cython
2022-07-16, 11:13 AM
The Illusion Mastery (UA) ACF makes a wizard less reliant on his spellbook, but you have to specialize in illusions and give up the bonus spells.
Otherwise, you can simply take Spell Mastery once or twice. Depending on what kind of wizard he is he won't need that many different spells to be reasonably effective.

Many thanks for pointing this out. It seems that the general strategy for the NPC is to have enough spells prepared, without access to a spellbook, from other sources, like Illusion Mastery, Spell Mastery, or spell-like abilities (arch-mage, or other means). This effectively makes the wizard having a more limited overall spell selection than a sorcerer, though there is more freedom in choosing the spells and their levels. For example, having more high-level spell variety than low-level spells.

Still, one requires a very careful spell combo to be effective.

I have been reading this thread "Spell Combos" for inspiration [google it, so I am too new around here to post URL-links].

Any other ideas are always welcomed.

sleepyphoenixx
2022-07-16, 12:13 PM
Many thanks for pointing this out. It seems that the general strategy for the NPC is to have enough spells prepared, without access to a spellbook, from other sources, like Illusion Mastery, Spell Mastery, or spell-like abilities (arch-mage, or other means). This effectively makes the wizard having a more limited overall spell selection than a sorcerer, though there is more freedom in choosing the spells and their levels. For example, having more high-level spell variety than low-level spells.

Illusion Mastery alone actually grants you more spells known than a sorcerer gets.
There's also Shadow Conjuration/Evocation and Summon Monster which grant access to a huge number of spells on the fly. See The Summoner's Desk Reference (https://forums.giantitp.com/showthread.php?255219-The-Summoner-s-Desk-Reference-D-amp-D-3-5) for details.

As for what spells to pick for Spell Mastery or other options to get around losing your spellbook i suggest a look at Tattoo-Spellbook (Complete Arcane) (https://forums.giantitp.com/showthread.php?284067-3-5-Tattoo-Spellbook-(Complete-Arcane)) which discusses exactly that, with some great suggestions.

Particle_Man
2022-07-16, 04:53 PM
So this is an unprepared wizard who expected to have spellbooks but does not have spellbooks (similar for wands, staffs, etc.)? Sucks to be them.

But after awakening, finding any wand/staff they could use would help a little bit.

Jervis
2022-07-16, 05:08 PM
I remember I did something similar to this in 5e with a wizard who had been interrupted while preparing spells because he was doing it in the shower and his book got wet. It was a meme kinda game. The villain was a high level wizard but only had shield and magic missile prepared. You could accomplish something similar with a wizard who took that feat that lets them prepare Int mod spells without a book. So they all the spells per day they need but they only have a couple to choose from

Gruftzwerg
2022-07-16, 08:56 PM
How about a Blood Magus? Fits thematically for a villan and has some nice unique abilities to offer.

He can scribe scrolls on his skin and brew potions in his blood. Maybe add "Craft Contingent Spell" into the mix and your villain should be ready to go.


Alternatively maybe consider a warlock instead of the wizard:

Warlock 12 / Blood Magus 4

Optimize for UMD and you have access to all spell lists and all spell lvls.

Thurbane
2022-07-16, 09:05 PM
Reserve feats would probably be quite helpful for this kind of character, but not sure how much of threat they pose to a PC party.

daremetoidareyo
2022-07-17, 12:52 AM
Give him a staff with some cool spells on it?

Thurbane
2022-07-17, 06:18 PM
An improved familiar might help as well.

Depending on alignment, an Imp could be handy, and is effectively ageless, and can hang around being Invisible...


Give him a staff with some cool spells on it?

I think the plot setup is people broke into his sanctum and stole his stuff.

rel
2022-07-19, 02:49 AM
The first thing to remember is that not having a spellbook doesn't do anything to the spells already prepared. It just means that once they're gone they aren't coming back.
Unless the wizard in question was out of spells when they were frozen in carbonite, they should still have enough resources for a few fights.
Which is probably more than you need for an NPC.

Spontaneous Divination is another option for increasing the utility of a wizard without a spellbook;
Fill your slots with read magic which every wizard knows by heart then swap out the prepared but useless slots for divination spells.
Depending on how charitably you read the rather bare bones rules text this can net you a lot of options.

sleepyphoenixx
2022-07-19, 03:26 AM
Spontaneous Divination is another option for increasing the utility of a wizard without a spellbook;
Fill your slots with read magic which every wizard knows by heart then swap out the prepared but useless slots for divination spells.
Depending on how charitably you read the rather bare bones rules text this can net you a lot of options.

Spontaneous Divination was errataed to only work with divination spells you know.

cython
2022-07-20, 11:28 PM
Many thanks for your replies. Some great ideas indeed.

The easiest way is to make this wizard an illusionist. By taking advantage of Illusion Mastery (UA), the wizard will have a great variety of illusion spells. For all the other spells, a Spell Mastery would be sufficient.

Most likely, the illusion school is the way to go. It is easier... but I am contemplating alternative builds.

So here is what I have been thinking:

Transmuter (Focused Caster) 10 / Master Specialist 3 / Archmage 3

Sun Elf (+2 Int; -2 Con)

Abilities ( used Wish spells in the past to boost (+4) Int and (+2) Wis & Con )
Str 10
Dex 16
Con 14
Int 24
Wis 16
Cha 13

Feats:
1Wiz) Spell Focus (Transmutation)
3Wiz) Spell Focus (Divination)
5Wiz) ??? maybe Retributive Spell
6Wiz) Improved Initiative
9Wiz) Danger Sense, [reroll initiative]
10Wiz) Quicken Spell
11MSp) Skill Focus (Spellcraft)
12MSp) Arcane Disciple [ Plant ]
13MSp) Greater Spell Focus (Transmutation)
14ArchM) Spell-like ability
15ArchM) Spell Mastery [7 spells, unto 8th lvl], Spell-like ability
16ArchM) Spell-like ability

Note that elven wizards in the FR campaign always take "Arcane Disciple" feat, it is mostly for role playing reasons by highlighting different cultural attitudes towards magic.

Spell Mastery:
1) Contingency
2) Globe of Invulnerability, lesser
3) Resistance, Superior
4) Steal Summoning
5) Body Outside Body
6) Ironguard
7) Planar Binding, Greater

Spell-like Abilities (SLA):
Quicken Magic Missile, using a 8th level slot, so 4/day
Quicken Polymorph, using a 8th level slot, so 2/day
Wall of Thorns (from arcane disciple), using a 5th level slot so 2/day


The key idea of this build is the following:
1. Playing first, having an initiative +7 bonus and rolls twice (Danger sense)
2. Start with "Body outside body", creating 3 clones acting on the same turn, like summoned creatures
3. Each Clone has a role to play by activating the Spell-like Abilities
1st clone will control the battlefield with Wall of Thrones
2nd clone will cast Quicken Polymorph (War Troll or a Fire Troll) on the other two clones (as Focus Caster a second target is allowed)
3rd clone will charge on the party

Each clone has "Quicken Magic Missiles" as SLA to harass the party and eventually each becomes a polymorphed powerful creature. War Troll is interesting because it can daze its enemy with each blow. Each round more clones will appear further harassing the party with magic missiles and polymorphed into interesting creatures.

Action economy is vital. At least this has been my thinking or the first draft. Any input or comments are very welcomed.

Maat Mons
2022-07-20, 11:54 PM
You're building the Wizard to have abilities that help him operate without a spellbook. If you took that to the extreme, you could build a Wizard who has no need for a spellbook whatsoever. Since you're not doing that, I presume you don't want the Wizard to be too effective. If you're asking us to optimize without making the character too good, we really need to know exactly where you consider that line to be.

Elenian
2022-07-21, 02:49 AM
Body Outside Body isn't normally on the Wizard spell list. Obviously as the DM you don't need to care, but I would still recommend against using it: BoB + Archmage SLAs is just about one step away from recursive madness and you might want to tread carefully around it.

If I were doing this, I would actually make few, if any, build choices around functioning without a spellbook. Instead I'd build a pretty normal 16th level wizard, prepare plausible spells for the day when they entered their deep slumber (they're a sleeping elf? I assume the circumstances of that were fairly remarkable!), 'expend' 1/3 to 1/2 of their spell slots at random (or choose plausible ones, if you have a good sense of what would have been used), and think very carefully about how the newly awakened wizard, with limited magical resources and very limited ability to replenish them, would go about using them to regain a spellbook. Maybe they have a reserve feat, an immediate magic ACF, a prestige class that grants a couple of powers, and a bunch of spells that they'd really prefer not to cast. That's still plenty to threaten a party with (or help them with!), without straining credulity via the coincidence of just happening to be character built around working well without a spellbook!

[I'm assuming here that the wizard did not have the chance to prepare for being cast into a deep slumber. If they did, then the situation is very different!]

cython
2022-07-21, 11:13 AM
It is true... "body outside body" (BOB) spell combined with spell-like ability of the archmage is borderline cheesy. It is also true the BOB spell is from Wu Jen spell list. My justification would be that he used the wish spell to gain access it or that Wu Jen spells are forgotten magic in the realms almost inaccessible to the party (one does not find them in a scroll in a forgotten chest, they are that old). However, in each use of such spells there is a terrible price to pay, something like losing permanently 2d4 hp, which is why the NPC or even a PC (if managed to access it) would avoid using this spell frequently.

I agree the first draft of the character is a "little" over-optimized, so your feedback is helpful in this regard. I need to reduce the number of spell-like abilities that he would have to one or two.

I will try to explain the constrains imposed by the story in more detail.

The party enter in a forgotten tomb, which has been almost being destroyed by time and looted several times over. The tomb belongs to a powerful elven high mage who lived millennia ago. In the tomb the party will awaken him/bring him back to life sort of thing and he would be severely weaken (half his levels are lost from his former glory making him originally 32 lvl but now 16) with no items or spellbooks or or any other spell trigger items or even having any memorized spells; the only spells that can be memorized are from Spell Mastery (making the illusionist very tempting). He will whine that he has lost his power, which is partially true. The party needs him for him memory as he the only person that can lead them to some ancient artifact that they need to defeat evil. Their goals are aligned in a sense, because some items that the NPC wants to recover are near to where the party want to go. In this side-quest-line, the NPC does not trust the party, but has no choice. Eventually, he will join the party and observe the party tactics through various encounters and progressively criticize their choices even though he will not assist with magic in these encounters. Note that the party will be fully aware of him not having a spellbook and the NPC would kindly refuse anything provided by the party, because to his mind these items are of lesser quality... he is an arrogant elven mage to the core. So this is the basis of the plot twist. On one hand the party will consider him weak, ineffective, and maybe even annoying, but as they would approach to the destination the criticism by the NPC will become more intense because this NPC is testing their character and their abilities. Depending on how the party will handle the dialogue the conflict can be resolved diplomatically or in combat. I am trying to find ways, unorthodox ways, to design a wizard-type that despite all these obvious & severe handicaps can pose a challenge to the party even for a few moments in case the party resolve this in combat. This challenge is meant to surprise them and incapacitate them rather than destroy them. This NPC is not evil, but not overwhelming generous either... just very cautious. I want to avoid cheesy builds (so **no** BOB combined with "Death Throes", but polymorphed clones into creatures that player are scared of them such as Fire/War Trolls yes... note these monsters are lower HD than caster lvl), though I admit the first draft of the character was a little too optimized. I am trying to find the right balance and your feedback is of great help.

Another constrain that I mentioned above is that one of the feats for this NPC is that he must have the "Arcane Disciple" using one of the domains associated with the Elven pantheon.

All in all, it is a wizard that has to cast spells not from the spellbook (or tattoo pages) or through other items (wands, rings, etc), but through a combination of prepared spells from "Spell Mastery" and spell-like abilities or some other type of ability that can **surprise** the party and pose a challenge to them. The party is at the moment level 12 and they are well equipped with magical items.

In different words, I want to show to the players to never underestimate a user of the arcane even he/she is stripped of all items, they are still dangerous.

Are any other potential effective unorthodox spell combinations and abilities that can satisfy these constrains are very welcomed.

Telonius
2022-07-21, 02:27 PM
If you want a really simple build, something along the lines of a Killer Gnome with the Spell Mastery feat would give you everything you want. For your mastery spells, pick Silent Image, and any other spells you want to be able to prepare. Silent Image is really the only one you need to access, since you can prepare that in almost every slot and Heighten it up to cast as any Evocation, Conjuration (creation), or Conjuration (Summoning) spell you'd want to. He won't have the full versatility that a Wizard usually would, since he's limited to those schools to start. But even without the versatility he'd be a credible threat.

Maat Mons
2022-07-22, 12:23 AM
Okay, poking around, I've been reminded of the existence of the Spontaneous Summoning ACF in Unearthed Arcana. Admittedly, the Summon Monster spell you spontaneously cast has to be at least 1 level lower than the level of the spell slot you lose to fuel it. But Summon Monster I - VII is still a fair bit of versatility.

If he's going to refuse to borrow supplies from the party, you might want to give him Eschew Materials. Also, rolling bat guano between your fingers is icky.

Upon further reflection, Mage of the Arcane Order wouldn't have worked. You need a special trinket to access the Spellpool.

The Magelord PrC, from Races of Faerun, increases the number of spells effected by Spell Mastery. More importantly, it gives the character a plausible reason for having Spell Mastery, even if he never expected to be without his spellbook. If you rule that Divine Oracle's Prescient Sense class feature counts as Evasion for meeting prerequisits (it calls itself a form of Evasion), you could do Wizard 5 / Divine Oracle 2 / whatever 2 / Magelord 7.

sleepyphoenixx
2022-07-22, 01:56 AM
Okay, poking around, I've been reminded of the existence of the Spontaneous Summoning ACF in Unearthed Arcana. Admittedly, the Summon Monster spell you spontaneously cast has to be at least 1 level lower than the level of the spell slot you lose to fuel it. But Summon Monster I - VII is still a fair bit of versatility.
If you want to summon spontaneosly Nexus Method (Dr#319) lets you do it without the level loss.


More importantly, it gives the character a plausible reason for having Spell Mastery, even if he never expected to be without his spellbook.

Uncanny Forethought isn't enough? :smalltongue:

Jack_Simth
2022-07-22, 07:33 AM
It is true... "body outside body" (BOB) spell combined with spell-like ability of the archmage is borderline cheesy.

It's also arguably illegal:
Link (https://www.d20srd.org/srd/specialAbilities.htm)

Spell-Like Abilities (Sp)

Usually, a spell-like ability works just like the spell of that name. A few spell-like abilities are unique; these are explained in the text where they are described.

A spell-like ability has no verbal, somatic, or material component, nor does it require a focus or have an XP cost. The user activates it mentally. Armor never affects a spell-like ability’s use, even if the ability resembles an arcane spell with a somatic component.

A spell-like ability takes the same amount of time to complete as the spell that it mimics (usually 1 standard action) unless otherwise stated. Spell-like abilities cannot be used to counterspell, nor can they be counterspelled. In all other ways, a spell-like ability functions just like a spell:

Using a spell-like ability while threatened provokes attacks of opportunity. It is possible to make a Concentration check to use a spell-like ability defensively and avoid provoking an attack of opportunity. A spell-like ability can be disrupted just as a spell can be. Spell-like abilities are subject to spell resistance and to being dispelled by dispel magic. They do not function in areas where magic is suppressed or negated.

A spell-like ability usually has a limit on how often it can be used. A spell-like ability that can be used at will has no use limit.

For creatures with spell-like abilities, a designated caster level defines how difficult it is to dispel their spell-like effects and to define any level-dependent variables (such as range and duration) the abilities might have. The creature’s caster level never affects which spell-like abilities the creature has; sometimes the given caster level is lower than the level a spellcasting character would need to cast the spell of the same name. If no caster level is specified, the caster level is equal to the creature’s Hit Dice. The saving throw (if any) against a spell-like ability is:

10 + the level of the spell the ability resembles or duplicates + the creature’s Cha modifier.

Some spell-like abilities duplicate spells that work differently when cast by characters of different classes. A monster’s spell-like abilities are presumed to be the sorcerer/wizard versions. If the spell in question is not a sorcerer/wizard spell, then default to cleric, druid, bard, paladin, and ranger, in that order.

Some creatures are actually sorcerers of a sort. They cast arcane spells as sorcerers do, using components when required. In fact, an individual creature could have some spell-like abilities and also cast other spells as a sorcerer. (emphasis added)

Normally, the underlined just means that a Maralith can use her other spell-like abilities through her Project Image. However: BOB denies casting spells - which could potentially mean it denies using spell-likes, as well.

noob
2022-07-24, 02:24 PM
Hello all,

First post here. However, I have been reading the forums over the years and it has been an excellent source for our 3.5 D&D campaign.

Source material, everything with main focus on Core+FR+Complete series, but no Eberron, no Tome of Battle/Magic. The PCs are about 10-12 level.

I was hoping if you can help me in designing an interesting NPC/antagonist.

The basic idea/premise is to design a powerful wizard-type (up to but no higher than 16th level) who has lost his/her spellbook. Obviously, this is a considerable handicap, but if chosen correctly the powers that may have then this NPC can be still unexpected trouble to the PCs. Of course, this antagonist is not meant to overcome the PCs or even be a serious threat but rather to surprise them with a few selected powers.

I have been thinking about Archmage and spell-like abilities. This wizard could have a few high-level spell-like abilities (no 9th level spells) that could use. Telekinesis is a spell that has high value and applicability, but I am more interested in a spell combo that is not a powerful instantaneous effect.

A quicken polymorph if combined with Body Outside Body spell can become potent and surprise the PCs.

Any other ideas would be most welcomed.

For the "no spellbook" part a simple solution could just be to get extremely high int(ex: modifier of +8) then get spell mastery two or three times.(the cheesy way is for the wizard to stack all the good int modifiers at once and gain the feat instantly with shun the dark chaos while it have extreme int)
It is even easier if the wizard have spontaneous divination: this allows to have all the divination spells without needing to learn them thus reducing a lot the need to have a lot of spells known.

cython
2022-07-24, 11:03 PM
For the "no spellbook" part a simple solution could just be to get extremely high int(ex: modifier of +8) then get spell mastery two or three times.(the cheesy way is for the wizard to stack all the good int modifiers at once and gain the feat instantly with shun the dark chaos while it have extreme int)
It is even easier if the wizard have spontaneous divination: this allows to have all the divination spells without needing to learn them thus reducing a lot the need to have a lot of spells known.

I agree, but having more than one Spell Mastery becomes a challenge in terms of feat selection.

Spontaneous casting is interesting the NPC has a great variety of spells but a few to cast repeatedly.

The NPC will have barely 7 or a couple more spells... plenty of spell slots but far fewer spells. The choice of the feats and spells becomes crucial to pose a challenge to four well-armed PCs.

The biggest problem is the action economy and battlefield control.

Magelord is interesting in making builds that rely on rays. But of all the ray spells, it does not seem to give me enough room to control the battle. Sure, there is Split Ray with Stun ray that provides one more ray to stun two targets in total, but I cannot affect all four of the PCs for too long. Disintegrate is out of the question since I do not want to cause a PC instant death with this NPC... the NPC is not evil, but an obstacle.

Illusion, as it has been suggested, provides some interesting options. Though for RP reasons, I cannot use it.

Abjurations is great for defense but no counterpunch.

Necromancy is out of the question for this NPC for PR reasons... so no undead army to resolve the action economy issue.

Enchantment is weird and it is more difficult to use in combat... though it changes the scales if the NPC manages to dominate one of the PCs... needs more thought on how this can be done.

Divination has some interesting defensive and offensive buffs but enough to turn the tide against a whole well-armed group.

Transmutation is a powerful magic school, but still. The NPC won't last more than 2-3 rounds. The Body Outside Body, is an interesting option, but it is cheesy as nine hells...


It's also arguably illegal.

though I was under the impression from the community here that the spell-like abilities are permitted in this spell. Was I wrong on the issue? If so can the clones use Supernatural Abilities, or do they also count as casting spells? Afterall Su is similar to spell-like-abilities with some exceptions.

The only school left to rely on is Conjuration. It seems to solve my problem with a combination of summons and battlefield control spells. So without the "Body Outside Body" spell the NPC must be a conjurer archetype.

Something like a Heighten Stinking Cloud followed by Summon Monsters one after the other.

I am looking at the moment two possible builds:
1) Wizard 6/Master Specialist 10: plain and straightforward conjurer/summoner
2) Wizard 3/Cleric 3/Mystic Theurge 4/Thaumaturgist 5: losing 3 caster levels but some interesting options open up, such as contingent summon and planar cohort. And before someone objects... I cannot use the various domains Summoner, Lust, and Celestial in my campaign (only those in the elven pantheon as described by the FR campaign book)... nor can I use Hathran... he is a male elf... Nevertheless, it adds a lot of character and is able to stand against the PCs... i think...

Malcover is interesting but I cannot use it. If the NPC cannot summon evil monsters, then Malcover is not really beneficial.

Anyhow, keep working on it.

Crake
2022-07-24, 11:24 PM
If the wizard comes out of stasis with a full head of prepared spells, have him consign his current set of prepared spells into a new backup spellbook immediately. He wont have a full wizards spell list of spells to access, but he’ll at least have a reliable daily set of spells he can draw from, and that doesnt require any special build options to achieve.

Thurbane
2022-07-24, 11:47 PM
It's starting to sound like this character is just going to be a fully prepared, full threat wizard, who just doesn't happen to have a spellbook handy?

Is it supposed to be a recurring character, or one shot?

Maat Mons
2022-07-25, 01:04 AM
I think the OP already said the Wizard wakes up with no spells prepared for some reason. Possibly connected to how he went to sleep level 32, and somehow woke up level 16?

As for writing his prepared spells into a new spellbook. That would, indeed, be his first priority, if it weren't for whatever it is causing him to wake up with no spells prepared. Even if he did wake up with his unused spells from when he went to sleep still prepared, like all Wizards normally do, he'd still need to get ahold of the necessary special inks.

The OP also already said that the NPC will refuse to use any items given to him by the party. So getting special inks could prove difficult.

cython
2022-07-25, 01:11 AM
It's starting to sound like this character is just going to be a fully prepared, full threat wizard, who just doesn't happen to have a spellbook handy?

Is it supposed to be a recurring character, or one shot?

Kind of one shot, but could become recurring character as well... it depends on the party actions.

The idea is that the NPC's knowledge is needed by the party, so eventually the NPC will join the party as a guide. Along the way the party will face several dangers but the NPC will not lift his finger in terms of casting spells, but will be helpful in providing knowledge and apply skills. However, as the NPC will observe the party, he will progressively criticize them on their tactics, moral choices, etc.

The central idea is to use this NPC as a plot twist and surprise the party. It will make an impression on the party (several times) that this NPC is a wizard, but has no spellbook and no items whatsoever. And so I expect them that they will underestimate the NPC as a potential threat. So when the time comes where the NPC will pose a dilemma to the party which can be resolved diplomatically or in combat. If the party thinks that they can resolve it through combat... underestimating the NPC, then I just want them to realize that was not a great choice. The NPC has no intention of destroying the party (no TPK), but to stop them from advancing unless agree to his terms.

Effectively teach them not to rely too much on the power of items. Does the blade make the warrior or the warrior makes the blade?

Eventually, assuming things go according to plan, the NPC will sacrifice himself to prevent something terrible and providing enough time to the party to vanquish evil. However, if he is not at the right place at the right time due to party actions then he will become recurring character. I have not fully thought through this part yet.

In order to be effective the take-home message, the NPC should **not** have memorized the spells beforehand. I know this is a severe self-imposed restriction. Otherwise, not having a spellbook would not be a problem.

So which build (with all above mentioned RP restrictions) can provide enough spell power with minimum number of spells and quickly enough to pose a significant challenge to the party without causing a TPK or instant deaths. So far a conjuration specialist seems the solution.

Edit: the NPC to be able to memorize only through Spell Mastery or other means other than a spellbook. The NPC will seeks his special spellbook, but to find it he would need the help of the party. Nevertheless, he will be too arrogant to accept any more help (items or money) from the party.

Vaern
2022-07-25, 04:47 AM
I agree, but having more than one Spell Mastery becomes a challenge in terms of feat selection.

If you're open to homebrew options, there's something I posted a while back that could fix your issue in the form of an item rather than a feat slot. I mention in the post that I consider it to be essentially a lesser artifact, so apply as the story necessitates and don't worry about the gold cost. Refer to the Wondrous Works of Wizardry (https://forums.giantitp.com/showthread.php?646861-Class-Enhancement-Tomes) for more details.