Posted: Fri Jul 27, 2007 2:09 pm
I use a very simple method that is based upon two pieces of information.
#1 = Wizards can learn spells from a variety of sources, so it is possible for NPCs to have studied spells above their level or have a larger number of spells at their disposal than is necessarily listed in the book, as I can assume that the NPC has likely been a wizard for at least a little while prior to encountering the PCs.
#2 = The players can't see my notes, and therefor cannot tell if I'm referring to a pre-arranged spell list or just pullnig them out of my rear as we play and LYING about a pre-arranged spell list.
seriously though,
I often decide upon a theme for a character's spells prior to a game, and then just pull out spells as the encounter continues that I feel would suit the NPC's personality, his theme, and the current situation. On occasion, I'll decide upon a couple of spells prior to the game that might be necessary for plot points (i.e. in a BTS game I had a circle of wizards working against the player's P.I. agency, and so when a wizard attacked the agency and then wanted to make his getaway, I used the Electrical Disruption spell to disable the player's car as he drove away).
#1 = Wizards can learn spells from a variety of sources, so it is possible for NPCs to have studied spells above their level or have a larger number of spells at their disposal than is necessarily listed in the book, as I can assume that the NPC has likely been a wizard for at least a little while prior to encountering the PCs.
#2 = The players can't see my notes, and therefor cannot tell if I'm referring to a pre-arranged spell list or just pullnig them out of my rear as we play and LYING about a pre-arranged spell list.
seriously though,
I often decide upon a theme for a character's spells prior to a game, and then just pull out spells as the encounter continues that I feel would suit the NPC's personality, his theme, and the current situation. On occasion, I'll decide upon a couple of spells prior to the game that might be necessary for plot points (i.e. in a BTS game I had a circle of wizards working against the player's P.I. agency, and so when a wizard attacked the agency and then wanted to make his getaway, I used the Electrical Disruption spell to disable the player's car as he drove away).