Please rate this spell list

I don't have those modules with me right now, but I'm familiar with the series so maybe I can help. Anyhow, it seems like you've designed this spell list to support the PC's in the party. If you want him to help the party in that way, then the list looks fine to me. Whatever makes the adventure fun is good and if the NPC casts a spell that plays a key role in achieving this goal, then even better.

But if you want to make the character seem more "real" (for lack of a better term, then I'd make a spell list that is geared towards himself. He should have spells he needs in case the party fails and he has to bail. So, the Change Self, Expeditious Retreat, and Comprehend Languages is good but the Protection from Evil, Invisibility Sphere, and Greater Magic Weapon seem like support spells for the rest of the party.

Regardless, if I may, I'd suggest something like the following for your 7/5/3 formula:

1: Hold Portal, Mage Armor, Burning Hands, Color Spray, Change Self, Sleep, Comprehend Languages

2: Mirror Image, Daylight, Knock, Levitate, Melf's Acid Arrow

3: Fireball, Dispel Magic, Protection from Elements

This seems more like a list of spells I'd like to have in my spellbook if I were a wizard, in general. There are some offensive spells, some interaction spells, and some group helpful spells.
 
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In defense of the Reduce spell: Have you guys looked at this spell?

A 6th level wizard is able to get the maximum benefits from this spell, which means, any creatue it is cast on shrinks to 50% height (there goes the reach attack) and suffers -5 Str (doing 2 or 3 less points of damage per turn).

Admittedly, the players still have to beat the creature themselves, but this wizard is an NPC, he isn't supposed to wipe out the bad-guys himself, just give the players a leg-up.
 

I dunno... I always design npcs as if they were real folk, not simply supporting cast.

You're right about reduce, though; it can be very useful. But I'd still throw in some real honest-to-god offense and defense.
 


Re: Re: Re: Please rate this spell list

trentonjoe said:


This is the 3/6 fighter wizard in the basement of G1. The elf swears loyalty to the party for one year if the party frees him. He will be tagging along with 9 other characters of similar level and will basically just be support.

If you are not familiar with the GDQ series the best I can describe it is bunch of characters fight a bizillion Giants (Hill, Frost, and Fire) in a series of well fortified fortresses. Then they stumble into the bowels of the underdark and take on a few bizillion kuatoa and then drow.

I know it is just an NPC, but you might want to consider making him a Spellblade (from Tome & Blood). They make better fighter/wizards than you can do with multiclassing.
 

Well, his damage-less spell selection shows how he was captured in the first place. ;)

This guys is pretty much a support guy, and that's fine for an NPC.

-z
 


Sadly enough, Reduce doesn't affect anything governed by the targets size. It does not change their size category, so they still have the same reach and facing as before. Nothing says "bad game mechanic" like a 10ft tall giant with 15ft of reach :)
 

darkbard said:
is my memory off or are you designing spells for fonkin hoddypeak?!?


Sadly, no this is Valerius (or something close to that). Originally he was a 5/8 elf fighter with 31 hit points who is chained in the prison under G1.

Fronkin was one of the supplied charcters right? He and Ogre were in like every module.
 

personaly I'd keep SHatter.
Shatter their weapons every single round. Without a weapon, they do less damage, higher survivability of the characters.
 

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