Sunday, 28 February 2016

Dungeon Master: Scroll Wizard

I mentioned previously some ways that scrolls can be used to make things more varied. It inspired me a bit to create a wizard that mostly used scrolls in order to present a threat to the players (stats wise, they are quite poor). This way, a threat can be provided but there is still a lot of room for randomness and spell failure. If defeated quickly, the players become in possession of spells above their level.

Stats

Level 2 Wizard
Ability Score
Strength 10
Dexterity 10
Constitution 12
Intelligence 7
Wisdom 10
Charisma 10
Hit points: 12 (using averages)
Skills: Arcana, Insight, History, Persuasion
Proficiency Bonus: +2
Armor Class: 10 without mage armor, 13 with mage armor

This wizard doesn't know much magic beyond cantrips. The main way they use magic is through spell scrolls (their spell save DC is low with their own spell) since their spellbook was lost or destroyed (or never had one?). To succeed the wizard must meet or exceed 10 + the spell's level.

Pick a few scroll such as:
Magic Missile (1st level)
Comprehend Languages
Protection from Good and Evil
Thunder Wave (1st level) DC 13
Acid Arrow (2nd level) DC 13 *
Scorching Ray (2nd level) DC 13
Shatter (2nd level) DC 13 *

* These spells are particularly dangerous to a 1st level party. Scorching ray is less so since it can be split up between 3 targets to prevent one shot kills.

Note: Above all found in SRD.

Playing Them

Having so many spells to choose from due to the spell scrolls, there is no shortage of the kinds of character that can be played. They can be cowardly. They can be cocky. The level can also be adjusted in order to make them last longer in combat (lacking a spell book, there's not much else). High level spells have high DCs to beat in order to cast the spells, so there is a bit of a risk/reward system. I find that spells in the middle, especially at low level, are the ones to watch out for. A level 1 wizard has a high enough chance to cast a fireball or shatter that it really heavily threatens a level 1 party (fireball does a lot of damage for that level) unless an appropriately low intelligence score is also used (it's why I used 7 for which gives a -2 that is balanced out against a +2 proficiency for a net of +0). Disintegrate, while devastating if cast, has a far lower chance of succeeding.

Scrolls like this also allow a lower level wizard to challenge a high level party if needed. In this case, the DCs won't be a problem. I'd recommend not treating these wizards like a regular NPC for experience purposes. The use of these scrolls like this makes them more of a challenge than their CR will imply. Be careful since using scrolls in this way (to make a weaker character stronger instead of an asymmetrical character) since it may make them feel weak if used to often. It is still an easy way to put scrolls in the hands of the party spellcasters.

Something I find is important, however, is describing the effects of a failed spell well. I remember very clearly how in one case, the Dungeon Master decided to describe the fireball flying towards the feet of our party but when it hit the ground, it didn't explode like it should have. Instead, it went out. While this should not be used every time, used sparingly it can create a real sense of suspense as they wait to see the damage that results and are instead greeted with no damage at all.

A multiclass NPC or martial class with limited magic use can also be used instead and provide for more opportunity (Eldritch Knights benefit extremely greatly from scrolls like this while also having better AC and health).

Conclusion

Having played against these kinds of wizards, the tension that can result from the possibility of failing to cast a spell is something I greatly enjoyed, especially since I knew the devastating effect it could have if it worked. Hopefully this wizard provides some fun in your games too.  

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