No love for the stupid wizard?

Nyeshet said:
By the rules this is impossible. He has to have at least Int 10 to learn cantrips, at least Int 11 to learn first level spells, etc. With an Int 6 he has never (and could never) learned any spells.

However, that doesn't mean he doesn't think he's been learning spells. Maybe he's a Sorcerer or Warlock who does not realize that his magic is innate. Perhaps all his life he has never encountered an innate caster, and while young he decided to become a wizard. So he bought and studied magical books, and one day the spell he was trying to cast worked! In truth the spell was an innate aspect of himself, something he could have cast all along, but he does not realize this. He sought out and 'learned' other spells (basically trial and error learning new spells, occationally 'succeeding' and adding those 'learned' spells to his 'spellbook').

So, play a Sorcerer (or Warlock) that carries around a spell book and studies it for an hour every morning. You can even tell the other members of your team that you are a wizard. (The DM will need to know the truth, of course.) It could be a great role playing experience, actually. Due to his low Int, he is barely capable of rational thought, so he will never believe anyone who tells him he does not need his spellbook to cast spells. Like a child with a security blanket or teddy, he 'needs' the spellbook to cast his spells. Perhaps he even reads a line or two out of it (or studies the finger paint art that is actually on the page, as his being able to read better than 'see spot run' is highly questionable) whenever he casts a spell.
And do not forget - eventually his familiar will be smarter than he is. Give him a really high charisma, make him, well, likeable. Comedy ensues as his familiar and team mates try to get him out of trouble.

Go go, Gadget spellbook!

The Auld Grump
 

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Kae'Yoss said:
You could always play Rincewind the Wizzard - that one can't cast spells, either. Be sure to get the dash and run feats, and get a Luggage! :D Your motto is not "Run today to fight another day", but "run today to run again another day." The to part of fleeing isn't important. "Away from" is important. Make sure to tell everyone that you're a racist. You love races, you were born running. ;)

To approximate Rincewind, the character would need to be able to cast one epic spell and no others. Of course, if he cast the spell, awful things would likely happen. Colorless fire is an interesting possibility. So is vengeful gaze of god!
 

It just occurred to me.

Playing a low Int wizard would be a lot like playing myself.

"Look at me guys, I'm a powerful wizard! No, really. Stop laughing."
 

Race: Human
Class: Soc 1 (PHB II Metamagic varient)

Stats:

WIS 13
INT 6
CHR 11

If you want to cast spells with a low casting stat you could take: Spellcasting Prodigy

I would argue that since it gives you bonus spells, it should also allow you to cast higher level spells as well.

By putting your level stat bonus into CHR each level, you will only hit the spell-level ceiling at level 14. (which could then be fixed with a +2 inherent bonus).

I would play him with enough wisdom to know that his deeper understanding of the world is met with mocking and derision from the unenlightened, and thus he mostly remains silent, or mutters some cryptic phrases.

His Raven "Vox Veneficus" takes care of the mundane communications required (and covers for his "special" master). He would be fun to roleplay.

His "spell-book" is acually and ancient tome that is impossible to decipher by any means. (DM hook)

I would probably use Arcane Theisis (Magic Missile) and load up on MetaMagic Feats.

Flaws: Pathetic (INT); Shaky
Feats: Spellcasting Prodigy; Gain Familiar; Arcane Theisis (Magic Missile); Silent Spell
 
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airwalkrr said:
To approximate Rincewind, the character would need to be able to cast one epic spell and no others. Of course, if he cast the spell, awful things would likely happen. Colorless fire is an interesting possibility. So is vengeful gaze of god!

No. Rincewind didn't cast that spell. The spell more or less cast himself. Rince was only there to go through the motions.



For Tharg (or whatever, what do I care, it's and orc :P), I think the others got it right.

You need him to cast Ork Majik!

Some Ork Majik spells include:

Daze
Components: V,S,F
With a loud shout of "MAJIK", you "touch" the target on the face with your Staff. The target loses his consciousness for a short while and some teeth for a rather longer while

This spell deals damage as a greatclub and also probably dazes the enemy.

Focus your Majik Staff (great club)

Scare
Components: V,S,M
Shouting "You're next, buddy!" at the target, you beat one of his friends to pulp with your Majik Staff

This spell causes the target to be frightened, and applies the Dead template to his friend
Material: One of the targets friends.

Hold Person
Components: V,S
Duration: Concentration
You grab the target and tell him "you ain't goin' nowhere, buddi!"
You take hold of the target and won't let go, rendering him unable to move away or do pretty much anything.

Expedish... Expi... Fast Retreat!
Components: V,S
You run away, screaming like a schoolgirl
As a full-round action, you can now move at 4x your speed (3x if you're in heavy armour or have a heavy load). The verbal component varies from inarticulate screams to things like, "Exit, pursued by a bear!"

Sleep
Components: V,S,F
Shouting "nightie-night", you hit the target in the head repeatedly with your Majik Staff
After several hits, the target goes to "sleep"
Focus: Your Majik Staff (greatclub)

Grease
Components: S, M
You open a bottle of grease and pour it on the ground
What it says
Material: A bottle of grease

See Visible
Components: -
Casting time, 1 immediate action
You see things that are there with your usual clarity
Makes you see things that are not invisible or similar. You must succeed on a spot check if they are concealed or hidden, or far away.


Blindness/Deafness
Components: S, F
You cover the targets eyes or ears
You cover the targets eyes or ears, robbing it of its senses.
Focus: Your hands.
 

Wanna play a character, dedicated to a single class from level 1 to 20. Gotta be a wizard (or a wizard concept-based alternative with same spellcasting ability). This guy is stupid, with a natural 6 Int; not so notable in other mental attributes.


Seriously, why not play some sort of poor clone.

Meithrandir the wise has a 'non threatening' clone - Mutt the stupid.

Same look, height, even some of the memories but a an Int of 6.
 

Kae'Yoss said:
Grease
Components: S, M
You open a bottle of grease and pour it on the ground
What it says
Material: A bottle of grease

All nice!

Avalance
Components: S, M, V
You gather a big pile of rocks on top of a steep slope, then push it down shouting gibberish.
Creates an avalance
Material: A big pile of rocks.
 

Remind's me of the "spellbook" one of our players created for his half-elf barbarian:

Bravado
Enchantment (Compulsion)
Level: Brb 0
Components: V, S
Casting Time: free action
Range: Personal
Target: Self
Duration: Con bonus + 3 rounds (D)
Saving Throw: None
Spell Resistance: No
The character flies into a fit of rage. The effects can be ended at
anytime voluntarily. The rage causes an increase in strength and
constitution of +4. However, the character is reckless and suffers a –
2 to AC and is unable to perform acts which require concentration.


Provocation
Enchantment (Compulsion)
Level: Brb 0
Components: V and/or S and/or M
Casting Time: free action
Range: Short. 50ft max.
Target: Those within range
Duration: Instant
Saving Throw: Diplomacy negates
Spell Resistance: No

The character makes a slur or insult to try and coerce the target to
action. Bluff, Diplomacy, or Sense Motives skills are key to the
proper useage of this spell. The insult can be verbal only, if bound.
Somatic components involve hand gestures. And possible material
components may include but are not limited to saliva, urine, feces,
or rotten vegetable matter. See the less powerful version of this
spell: Taunt.

Intimidate
Enchantment (Compulsion)
Level: Brb 0
Components: V or S or V,S or V,S, F
Casting Time: free action
Range: Very Short
Target: Those within range
Duration: concentration
Saving Throw: Opposed roll negates
Spell Resistance: No

The character takes an aggressive stance towards the target(s). It is
an attempt to prove who is the Big Barbarian on Campus.

Resist Enchantment
Abjuration
Level: Elf 0
Components: F
Casting Time: Free action
Range: Personal
Target: Caster
Duration: 24hrs (see text)
Saving Throw: None
Spell Resistance: No

The caster gains a +2 saving throw bonus against Enchantment spells or effects plus immunity to sleep spells and similar magical effects. The focus of the spell is the elven blood of the caster. None of the components are used up in the casting. And the components don’t need to be visible. The spell is in effect as long as the caster is aware. It is similar to improved senses in its usage.


Fleet of Foot
Transmutation
Level: Brb 0
Components: S, F
Casting Time: part of Movement action
Range: Personal
Target: Caster
Duration: 24hrs or until fatigued
Saving Throw: None
Spell Resistance: No

The caster is lighter of foot. This equates to a +10ft movement base. Unlike most other spells this is not part of a standard action. This spell is cast during a movement action. The focus of the spell is the leg muscles of the caster. If the caster is fatigued, burdened, or exhausted the effects do not stack.

Improved Senses
Transmutation
Level: Elf 0
Components: F
Casting Time: Free action
Range: Personal
Target: Caster
Duration: 24hrs(see text)
Saving Throw: None
Spell Resistance: No

The caster gains a +1 bonus on Listen, Spot, and Search checks as part of a standard skill. The focus of the spell is the elven blood of the caster. None of the components are used up in the casting. And the components don’t need to be visible. The spell is in effect as long as the caster is aware. It is similar to resist enchantments in its usage.

Low-light Vision
Transmutation
Level: Asn 1, Hrp 1, Hth 1, Rgr 1, Sor/Wiz 1, Elf 0, Gnm 0
Components: V, S and/or M; or F
Casting Time: 1 action
Range: Touch or Personal
Target: Creature touched
Duration: 1 hour/ level or see text
Saving Throw: None
Spell Resistance: Yes (harmless)

The caster gives the subject creature low-light vision, (In the case of the Elf or Gnome classes the target is the caster. The Elf or Gnome caster activates the spell by placing his hand to his forehead to screen out other light sources.) the ability to see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. The subject retains the ability to distinguish color and detail under these conditions.

Arcane Material Component: A small candle.


All Power Attack, All the Time
Enchantment (Compulsion)[Mind-Affecting]
Level: Brb 0
Components: V, S, F
Casting Time: part of attack action
Range: Reach
Target: One creature
Duration: 1 round
Saving Throw: AC negates
Spell Resistance: No

Not all casters are capable of this spell. The feat Power Attack is a required Focus Component. The caster is exceptionally powerful with melee attacks. On the action, before making attack rolls for a round, the caster may choose to subtract a number from all melee attack rolls and add the same number to all melee damage rolls. This number may not exceed the caster’s BAB. The penalty on attacks and bonus on damage apply until the caster’s next action.

Speak Elven Language
Transmutation
Level: Elf 0
Components: V
Casting Time: free action
Range: Short
Target: All in range
Duration: 1 round
Saving Throw: None
Spell Resistance: No

The caster is able to speak the language of the elves. All those
within range who are proficient will understand the caster.

Lucky Resistance
Abjuration
Level: Dal 0
Components: F
Casting Time: free action
Range: Personal
Target: Caster
Duration: 24hrs (see text)
Saving Throw: None
Spell Resistance: No

The spell requires the feat Luck of the Hero to work. The caster
gains +1 to all saves. The spell is limited to those individuals
inherent to the area. The focus of the spell is the place of birth.
As long as the character is aware this spell is in effect.

Create Weapon
Transmutation
Level: Crt 0
Components: S, M
Casting Time: variable
Range: touch
Target: 1 item
Duration: Permanent
Saving Throw: Craft skill failure negates
Spell Resistance: No

The caster needs a fully stocked forge to complete this spell. The
spell creates 1 item. A craft skill check is needed at completion.
 

Can you scribe scrolls with a lower Intelligence? I know they have to be on your list. Also human with toughness all the way, plus the frog and a Con of 14 would equal 4+3+3+3+2: 15 hp. Not shabby for a 1st level wizard.

Or howabout being a translater with max ranks in Decipher Script and Skill Focus (Decipher Script). How much more useful would the party want :)
 

I approve of Numian's sense of humor. I wanted to reply to that other thread with something like this, but did not think of anything snappy enough.

I tip my hat to you, sir.
 

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