Massed archers are the key to success on the battlefield - but I was hoping rescuing Chuck might give George access to the Clan's master Bowyer. Angling for something like a 'magic weapon' by getting a better bow.
That would be nice :) Silver some arrows, though, just in case. Could we make some Fire and Acid Arrows for the group? With her skill at making arrows and Aleister's alchemy it should be possible.
That would be nice :) Silver some arrows, though, just in case. Could we make some Fire and Acid Arrows for the group? With her skill at making arrows and Aleister's alchemy it should be possible.
Massed archers are the key to success on the battlefield - but I was hoping rescuing Chuck might give George access to the Clan's master Bowyer. Angling for something like a 'magic weapon' by getting a better bow.
Ah, I see. A bow of such quality it counts as a +1 weapon (though still not magical). This can be done. There is a long break in the time jump so we'll say yes to that.
That would be nice :) Silver some arrows, though, just in case. Could we make some Fire and Acid Arrows for the group? With her skill at making arrows and Aleister's alchemy it should be possible.
I thought Aleister had already done that. A limited number of arrows that do an extra 1d4 damage of fire or acid
I think we should give careful consideration to Galdur's Tower.
It can be *permanent*. Talk about getting the jump on PPA's building capacity! Semaphore towers, outposts, guard towers etc. Heck, even just defensible dwellings. Yes, it would require a casting every day for a year... but if we could outsource this to our magical contingent it would be awesome. Fire Arrows and Break Curse sound great. Tempted for Dispel Magic too.
Edit: If allowed, everyone may add 4 Fire Arrows and 4 Acid Arrows. They give +1d4 dmg of the appropriate type to an attack.
Okay, Aleister will set up a fire arrow/bolt 'factory' using the help of folk who don't go 'a viking'. As well he will work with the smith's to fashion a "Ten Thousand Flower" katana and wakizashi (16 folds, 65,536 layers - that ought to be good for at least a +1 bonus) using crucible steel folded over a softer low carbon steel core.
As well he is going to enlist the aid of the Forest, and all the creatures in it, to keep watch for anything strange and out of the ordinary (like what followed us?)
OCC My presence is demanded by daughters to watch "The Princess Bride", more later.
Rollback Post to RevisionRollBack
Panic is a mechanism that strengthens the gene pool.
I should note that Animate Dead is something the Doc could research but he doesn't want to. It strikes him as something that could have an adverse effect on his soul in the long run. Funny fact, since the Change the Doc now believes he has a soul after being a life long atheist till that point.
1) Can Thomas research spells from the same list, since he can also cast 3rd level spells now, too? How many can he choose?
2) With Glyph of Warding, does the spell that gets embedded in it cast immediately in the Changed world's magic, or does that part just not work?
3) With the spells that have the "cast for a year to make it permanent" option - can it be cast 365 times instead, to make it permanent, instead of once per day?
4) The Zone of Comfort is actually my own homebrew, I'll check to see why the tooltip isn't working. ** Note ** Tooltips do not work to HomeBrew as per the admins.
5) Thomas will be taking a level in fighter. I'm probably going to put him into either Cavalier or Arcane Archer later.
6) Thomas will be copying all the spells Doc knows into his book.
7) Thomas will happily accept the 8 special arrows
8) Thomas will silver his weapons and be wielding two shortswords.
9) Using Alter Self, Thomas will regularly dive to wrecks and such with others to recover useful stuff. This may also help reinforce the port against raiding.
10) Now that he can cast 3rd level spells, Thomas will know and pass on the Sending spell he learned earlier to all his students and the Wizards network. He will spend a lot of time during the downtime as the communications officers, establishing a solid, reliable inter town news and intelligence network.
11) In order to deal with the PPA, Thomas' Wizard Network will regularly send out aquatic scouts along the water ways, keeping them out of easy Hawk reach, to gather information. The few advanced Warlocks summon familiar Quasits or Imps to spy and counterstrike the hawks. (An Imp can kill a Hawk with one blow, a Quasit can go invisible). Clairvoyance will also be used by the Wizard Network member who accompanies the scouting parties, to spy out the interiors of the enemy positions.
“Can you tell me the difference between a witch and a wizard?" "Sure, a wizard is what they call you when they want to hire you, and a witch is what they call you when they're getting ready to run you out of town.” SunWolf replied ― Barbara Hambly, The Witches of Wenshar
“Can you tell me the difference between a witch and a wizard?" "Sure, a wizard is what they call you when they want to hire you, and a witch is what they call you when they're getting ready to run you out of town.” SunWolf replied ― Barbara Hambly, The Witches of Wenshar
As far as the spell picks go, after careful consideration I'd suggest Flame Arrows, Leomund's and Magic Circle for Doc's choices, considering that we have been finding demons and undead out in the world now.
If it was for Thomas' choice, and he was allowed to copy Doc's stuff (as Doc is allowed to copy Thomas' spells, if he has that ability), I'd pick Tiny Servant, Phantom Steed and Life Transference, if it works as stated in the spell. It's a form of rapid healing though. Casting it as a ritual means that over 1 minute, Thomas (or whomever) would take the 4d8 and heal 2x that. If Doc also had it as a ritual, they could literally heal everyone to full in a couple of minutes, as they could LT to each other and only one of them would be hurt slightly at the end.
Rollback Post to RevisionRollBack
“Can you tell me the difference between a witch and a wizard?" "Sure, a wizard is what they call you when they want to hire you, and a witch is what they call you when they're getting ready to run you out of town.” SunWolf replied ― Barbara Hambly, The Witches of Wenshar
1) Can Thomas research spells from the same list, since he can also cast 3rd level spells now, too? How many can he choose?
Some clarification. As all spells are rituals you can cast 3rd level spells because you have Ritual Caster not because of your Arcane Trickster levels. That class is limited to lower level spells. You can research spells of a level available to your class. Simply stated any class with a secondary spell casting ability will never be as powerful or as versatile as a pure casting class. If your only spell ability comes from Ritual Caster you can't do research so you need to be on good terms with a caster to get your rituals.
2) With Glyph of Warding, does the spell that gets embedded in it cast immediately in the Changed world's magic, or does that part just not work?
The embedded spell has to be something you know and can cast. As there are no 'bang you're dead' spells in this world it limits the utility of this option
3) With the spells that have the "cast for a year to make it permanent" option - can it be cast 365 times instead, to make it permanent, instead of once per day?
"You can cast this spell again while it is active to maintain the tower’s existence for another 24 hours. You can create a permanent tower by casting this spell in the same location and with the same configuration every day for one year." That is pretty specific, casting before it expires extended the duration but casting it once a day for a year makes it permanent.
4) The Zone of Comfort is actually my own homebrew, I'll check to see why the tooltip isn't working. ** Note ** Tooltips do not work to HomeBrew as per the admins.
I didn't know that other people's homebrew would be visible. I'll need to actual read stuff I don't recognise
5) Thomas will be taking a level in fighter. I'm probably going to put him into either Cavalier or Arcane Archer later.
6) Thomas will be copying all the spells Doc knows into his book.
7) Thomas will happily accept the 8 special arrows
8) Thomas will silver his weapons and be wielding two shortswords.
9) Using Alter Self, Thomas will regularly dive to wrecks and such with others to recover useful stuff. This may also help reinforce the port against raiding.
10) Now that he can cast 3rd level spells, Thomas will know and pass on the Sending spell he learned earlier to all his students and the Wizards network. He will spend a lot of time during the downtime as the communications officers, establishing a solid, reliable inter town news and intelligence network.
11) In order to deal with the PPA, Thomas' Wizard Network will regularly send out aquatic scouts along the water ways, keeping them out of easy Hawk reach, to gather information. The few advanced Warlocks summon familiar Quasits or Imps to spy and counterstrike the hawks. (An Imp can kill a Hawk with one blow, a Quasit can go invisible). Clairvoyance will also be used by the Wizard Network member who accompanies the scouting parties, to spy out the interiors of the enemy positions.
It has been brought to my attention that because all spells are rituals and there are no spells slots to control the number of castings per day certain spells are subject to abuse, specifically Tiny Servant. You could create an unending army of these things to ravage the countryside. Rather than ban these sorts of spells I'd rather just say that it is a concentration spell (or that more than one requires concentration. In the case of Tiny Servant having to concentrate pretty much destroys its utility).
As far as the spell picks go, after careful consideration I'd suggest Flame Arrows, Leomund's and Magic Circle for Doc's choices, considering that we have been finding demons and undead out in the world now.
If it was for Thomas' choice, and he was allowed to copy Doc's stuff (as Doc is allowed to copy Thomas' spells, if he has that ability), I'd pick Tiny Servant, Phantom Steed and Life Transference, if it works as stated in the spell. It's a form of rapid healing though. Casting it as a ritual means that over 1 minute, Thomas (or whomever) would take the 4d8 and heal 2x that. If Doc also had it as a ritual, they could literally heal everyone to full in a couple of minutes, as they could LT to each other and only one of them would be hurt slightly at the end.
As stated previously all healing spells are 1 hour per level casting time. This stops a first level cleric with the ability to cast cure 60 times an hour. This has reminded me Goodberry is a healing spell so it takes 1 hour to cast not one minute.
As we can see, screwing with the magic rules creates endless unintended consequences. Hopefully I've managed to be both fair and true to the flavour of the game we are playing.
All spells are rituals and don't use spell slots. All rituals take (at least) 1 minute per level to cast. If the spell has a longer casting time already then that is what you use.
If your class has spells you are limited to the spell list of that class including spell level and number of spells known.
Ritual Caster gives you access to a specific spell list (all spells are rituals) but you need to get your spells from someone/where.
All healing spells take 1 hour per level to cast
If your class has a spell effect that does not use a spell slot it has a casting time as per the regular rules.
OCC Yes, but Goodberries once cast last for 24 hrs., yes?
What about Aleister's katana and wakizashi, can he be considered as having them? They are non-magical, yet way better than the average blade, and custom balanced for him alone, so.....plus's?
Adding to his herb garden to include Rhodiola Rosea and Wheatgrass, mixed with ground grasshopper legs to boost DEX; Devil's Club root (American gensing), RosemaryI; Madgascar Periwinkle, and St. John's Wort to boost WIS. OCC Be nice if these could standardize to last 10 - 15 min., providing, of course, such potions are acceptable. (1d4 per dose)
He will also develop a thick paste based on pine tar and pitch that can be used to coat blades, or any other metal: spearheads, arrow points, boltheads, etc. that can be easily ignited for combat purposes. Takes one action to apply and ignite (provided a flame is available) and does an additional 1d4 damage - CON sv? He will redesign the fire bombs, and others, too, so that they have an attached lead so one can spin them like crazy and hurl them for longer distances - say about three times hand thrown distance.
Can magic be used to enchant weapons and other items?
Aleister will also spend some time teaching the children the lore of herbs so they can harvest supplies that others can use as needed. Help build stocks of long lasting items for medical purposes as well as combat purposes. Not to mention they could form the beginnings of a Druids School.
[OCC Aleister will use Locate Animal on a regular basis to see if that creature is around]
OCC Yes, but Goodberries once cast last for 24 hrs., yes?
Yes
What about Aleister's katana and wakizashi, can he be considered as having them? They are non-magical, yet way better than the average blade, and custom balanced for him alone, so.....plus's?
katana and wakizashi in game terms are longsword and shortsword. High quality weapons are +1 weapons. On the character sheet you'd take +1 longsword and shortsword and customise them with a new name. They are +1 without actually being magical
Adding to his herb garden to include Rhodiola Rosea and Wheatgrass, mixed with ground grasshopper legs to boost DEX; Devil's Club root (American gensing), RosemaryI; Madgascar Periwinkle, and St. John's Wort to boost WIS. OCC Be nice if these could standardize to last 10 - 15 min., providing, of course, such potions are acceptable. (1d4 per dose)
He will also develop a thick paste based on pine tar and pitch that can be used to coat blades, or any other metal: spearheads, arrow points, boltheads, etc. that can be easily ignited for combat purposes. Takes one action to apply and ignite (provided a flame is available) and does an additional 1d4 damage - CON sv? He will redesign the fire bombs, and others, too, so that they have an attached lead so one can spin them like crazy and hurl them for longer distances - say about three times hand thrown distance.
Can magic be used to enchant weapons and other items?
In this world there are no magic items (except one that doesn't show up for a long time). There are spells that make weapons magical for a likited time and certain class feature that make your weapon magical while you use it
Aleister will also spend some time teaching the children the lore of herbs so they can harvest supplies that others can use as needed. Help build stocks of long lasting items for medical purposes as well as combat purposes. Not to mention they could form the beginnings of a Druids School.
[OCC Aleister will use Locate Animal on a regular basis to see if that creature is around]
"Describe or name a specific kind of beast or plant" you don't know what to search for. "Genetically modified something" is too vague to work.
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Merry Christmas to you as well!
Massed archers are the key to success on the battlefield - but I was hoping rescuing Chuck might give George access to the Clan's master Bowyer. Angling for something like a 'magic weapon' by getting a better bow.
That would be nice :) Silver some arrows, though, just in case. Could we make some Fire and Acid Arrows for the group? With her skill at making arrows and Aleister's alchemy it should be possible.
oo, we getting fancy.
Ah, I see. A bow of such quality it counts as a +1 weapon (though still not magical). This can be done. There is a long break in the time jump so we'll say yes to that.
I thought Aleister had already done that. A limited number of arrows that do an extra 1d4 damage of fire or acid
The Doc has gone a level and has two new spells Clairvoyance and Fly. What should he research out of
Catnap
Dispel Magic
Fast Friends
Feign Death
Flame Arrows
Galder's Tower
Gaseous Form
Glyph of Warding
Leomund's Tiny Hut
Life Transference
Magic Circle
Nondetection
Phantom Steed
Sending
Remove Curse
Summon Lesser Demons
Tiny Servant
Tongues
Wall of Sand
Wall of Water
Water Breathing
Zone of Comfort - there's something wrong with the tooltip for this item
Pick two. At 6th level there will be another 4 choices. So what is important now and what can be left for latter
I vote for Flame Arrows, Magic Circle and Remove Curse - but those are admittedly selfish selections :)
Top 3 Picks: Flame Arrows, Sending, Catnap
I think we should give careful consideration to Galdur's Tower.
It can be *permanent*. Talk about getting the jump on PPA's building capacity! Semaphore towers, outposts, guard towers etc. Heck, even just defensible dwellings. Yes, it would require a casting every day for a year... but if we could outsource this to our magical contingent it would be awesome. Fire Arrows and Break Curse sound great. Tempted for Dispel Magic too.
Edit: If allowed, everyone may add 4 Fire Arrows and 4 Acid Arrows. They give +1d4 dmg of the appropriate type to an attack.
Okay, Aleister will set up a fire arrow/bolt 'factory' using the help of folk who don't go 'a viking'. As well he will work with the smith's to fashion a "Ten Thousand Flower" katana and wakizashi (16 folds, 65,536 layers - that ought to be good for at least a +1 bonus) using crucible steel folded over a softer low carbon steel core.
As well he is going to enlist the aid of the Forest, and all the creatures in it, to keep watch for anything strange and out of the ordinary (like what followed us?)
OCC My presence is demanded by daughters to watch "The Princess Bride", more later.
Panic is a mechanism that strengthens the gene pool.
4 each fire and acid arrows is okay with me.
I should note that Animate Dead is something the Doc could research but he doesn't want to. It strikes him as something that could have an adverse effect on his soul in the long run. Funny fact, since the Change the Doc now believes he has a soul after being a life long atheist till that point.
OOC A few questions/statements/requests:
1) Can Thomas research spells from the same list, since he can also cast 3rd level spells now, too? How many can he choose?
2) With Glyph of Warding, does the spell that gets embedded in it cast immediately in the Changed world's magic, or does that part just not work?
3) With the spells that have the "cast for a year to make it permanent" option - can it be cast 365 times instead, to make it permanent, instead of once per day?
4) The Zone of Comfort is actually my own homebrew, I'll check to see why the tooltip isn't working. ** Note ** Tooltips do not work to HomeBrew as per the admins.
5) Thomas will be taking a level in fighter. I'm probably going to put him into either Cavalier or Arcane Archer later.
6) Thomas will be copying all the spells Doc knows into his book.
7) Thomas will happily accept the 8 special arrows
8) Thomas will silver his weapons and be wielding two shortswords.
9) Using Alter Self, Thomas will regularly dive to wrecks and such with others to recover useful stuff. This may also help reinforce the port against raiding.
10) Now that he can cast 3rd level spells, Thomas will know and pass on the Sending spell he learned earlier to all his students and the Wizards network. He will spend a lot of time during the downtime as the communications officers, establishing a solid, reliable inter town news and intelligence network.
11) In order to deal with the PPA, Thomas' Wizard Network will regularly send out aquatic scouts along the water ways, keeping them out of easy Hawk reach, to gather information. The few advanced Warlocks summon familiar Quasits or Imps to spy and counterstrike the hawks. (An Imp can kill a Hawk with one blow, a Quasit can go invisible). Clairvoyance will also be used by the Wizard Network member who accompanies the scouting parties, to spy out the interiors of the enemy positions.
“Can you tell me the difference between a witch and a wizard?"
"Sure, a wizard is what they call you when they want to hire you, and a witch is what they call you when they're getting ready to run you out of town.” SunWolf replied
― Barbara Hambly, The Witches of Wenshar
<deleted>
“Can you tell me the difference between a witch and a wizard?"
"Sure, a wizard is what they call you when they want to hire you, and a witch is what they call you when they're getting ready to run you out of town.” SunWolf replied
― Barbara Hambly, The Witches of Wenshar
As far as the spell picks go, after careful consideration I'd suggest Flame Arrows, Leomund's and Magic Circle for Doc's choices, considering that we have been finding demons and undead out in the world now.
If it was for Thomas' choice, and he was allowed to copy Doc's stuff (as Doc is allowed to copy Thomas' spells, if he has that ability), I'd pick Tiny Servant, Phantom Steed and Life Transference, if it works as stated in the spell. It's a form of rapid healing though. Casting it as a ritual means that over 1 minute, Thomas (or whomever) would take the 4d8 and heal 2x that. If Doc also had it as a ritual, they could literally heal everyone to full in a couple of minutes, as they could LT to each other and only one of them would be hurt slightly at the end.
“Can you tell me the difference between a witch and a wizard?"
"Sure, a wizard is what they call you when they want to hire you, and a witch is what they call you when they're getting ready to run you out of town.” SunWolf replied
― Barbara Hambly, The Witches of Wenshar
If Thomas already has sending thats awesome.
It has been brought to my attention that because all spells are rituals and there are no spells slots to control the number of castings per day certain spells are subject to abuse, specifically Tiny Servant. You could create an unending army of these things to ravage the countryside. Rather than ban these sorts of spells I'd rather just say that it is a concentration spell (or that more than one requires concentration. In the case of Tiny Servant having to concentrate pretty much destroys its utility).
As stated previously all healing spells are 1 hour per level casting time. This stops a first level cleric with the ability to cast cure 60 times an hour. This has reminded me Goodberry is a healing spell so it takes 1 hour to cast not one minute.
As we can see, screwing with the magic rules creates endless unintended consequences. Hopefully I've managed to be both fair and true to the flavour of the game we are playing.
All spells are rituals and don't use spell slots. All rituals take (at least) 1 minute per level to cast. If the spell has a longer casting time already then that is what you use.
If your class has spells you are limited to the spell list of that class including spell level and number of spells known.
Ritual Caster gives you access to a specific spell list (all spells are rituals) but you need to get your spells from someone/where.
All healing spells take 1 hour per level to cast
If your class has a spell effect that does not use a spell slot it has a casting time as per the regular rules.
OCC Yes, but Goodberries once cast last for 24 hrs., yes?
What about Aleister's katana and wakizashi, can he be considered as having them? They are non-magical, yet way better than the average blade, and custom balanced for him alone, so.....plus's?
Adding to his herb garden to include Rhodiola Rosea and Wheatgrass, mixed with ground grasshopper legs to boost DEX; Devil's Club root (American gensing), RosemaryI; Madgascar Periwinkle, and St. John's Wort to boost WIS. OCC Be nice if these could standardize to last 10 - 15 min., providing, of course, such potions are acceptable. (1d4 per dose)
He will also develop a thick paste based on pine tar and pitch that can be used to coat blades, or any other metal: spearheads, arrow points, boltheads, etc. that can be easily ignited for combat purposes. Takes one action to apply and ignite (provided a flame is available) and does an additional 1d4 damage - CON sv? He will redesign the fire bombs, and others, too, so that they have an attached lead so one can spin them like crazy and hurl them for longer distances - say about three times hand thrown distance.
Can magic be used to enchant weapons and other items?
Aleister will also spend some time teaching the children the lore of herbs so they can harvest supplies that others can use as needed. Help build stocks of long lasting items for medical purposes as well as combat purposes. Not to mention they could form the beginnings of a Druids School.
[OCC Aleister will use Locate Animal on a regular basis to see if that creature is around]
Panic is a mechanism that strengthens the gene pool.