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Post by venger on Jan 23, 2012 23:31:57 GMT -5
"Entry-Level Enchanting," a spellbook 1st level: Charm Person, Friends, Sleep, Taunt 2nd Level: Bind, Deeppockets, Forget, Lugwiler's Dismal Itch, Magic Mouth 3rd Level: Suggestion, Cauthen's Infatuous Love Spell
"Introduction to the Dark Arts," a necromancer's spellbook 1st Level: Skeletal Mount, Darkness, Pain 2nd Level: Hex, Sinister Strangulations 3rd Level: Vampiric Touch
"Invocation for Idiots," a spellbook 1st Level: Magic Missile, Grease, Write Magic 2nd Level: Force of Forbidment, Stinking Cloud, Web 3rd Level: Lightning Bolt, The Lesser Spell of Invaded Dreams 4th Level: Rissa's Ruby Ray
"Mastering the Elements," a spellbook 1st Level: Burning Hands, Feather Fall, Fist of Stone, Melt 2nd Level: Animate Water, Flaming Sphere, Ice Knife, Smoky Form, Stony Grasp 3rd Level: Gust of Wind, Fire Rain
"The Art of Conjuration," a spellbook 1st Level: Find Familiar, Unseen Servant, Ghost Light 2nd Level: Summon Imp 3rd Level: Monster Summoning I 4th Level: Monster Summoning II 5th Level: Rune of the Implacable Stalker, Beckon* (*written in the margin of this spell are the names Garzul, Hreke, Skezz, Astri the Unclean)
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Post by Ginger on Jan 24, 2012 11:43:07 GMT -5
Current as of 2/26/12: I basically took the old list we had, subtracted the spells from Cathebad's book which were melted and added the new ones. I also noted that I used Limited Wish and Monster Summoning III, while we now have Monster Summoning II in scroll and book form.
1st Burning Hands Charm Person Comprehend Languages Darkness 5' Radius Detect Magic Feather Fall Find Familiar Fist of Stone Friends Ghost Light Grease Identify Jump Magic Missile Melt Mend Nahal's Reckless Dweomer Protection From Evil Protection from Good Read Magic Shield Shocking Grasp *Skeletal Mount Sleep Spider Climb Taunt Unseen Servant *Pain Write Magic
2nd Alacrity Animate Water Bind Cat's Grace Continual Light Deeppockets Flaming Sphere Force of Forbidment Forget Ice Knife Invisibility Knock Levitation Lugwiler's Dismal Itch Magic Mouth Mage Shield Mirror Image Smoky Form Summon Imp Stinking Cloud Stony Grasp Strange Waters Strength Web Wizard Lock *Hex *Sinister Strangulations Strange Waters
3rd Cauthen's Infatuous Love Spell Clairvoyance Dispel Magic Fireball Fire Rain Fire Wings Gust of Wind -Haste The Lesser Spell of Invaded Dreams Lightning Bolt Monster Summoning I Protection from Charm Protection from Normal Missiles Slow Spell Ward Suggestion Tongues Wizard Sight Word of Ioun *Vampiric Touch
4th -Confusion Monster Summoning II Polymorph Self Rissa's Ruby Ray Scry -Wall of Bone
5th Beckon* (*written in the margin of this spell are the names Garzul, Hreke, Skezz, Astri the Unclean) -Creeping Darkness -Conjure Elemental -Fire Breath -Magic Jar Rune of the Implacable Stalker
6th -Enchant an Item -Invisible Stalker -Monster Summoning IV
7th -Monster Summoning V
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Post by Ginger on Feb 21, 2012 15:53:35 GMT -5
X-posted from the discussion thread.
Wall of Bone Range: 6" Duration 1 turn Casting Time: 1 round Area of Effect: 10' sq & 1/2 thick/level. Causes a wall of bones to erupt from the earth in whatever shape the caster desires within the limits of the area of effect. The wall is not solid having many small openings and gaps. The bones of the wall are spiky and jagged, and look like they would cause injury to anything passing through. The wall is composed of bones of many different type of animals, fused in bizarre angles. The material component is the branch of a tree taken from a cemetery and a piece of bone.
Rissa's Ruby Ray Range: 1" per level of caster Duration: Instantaneous Casting Time: 4 segments Area of Effect: Special Creates a thin ray of ruby light which springs from the caster's hand. It sizzles where it strikes.
I presume the ray does damage but I won't know how much until I cast it on a live target? EDIT: After frying a vampire, it seems to do 4 damage per caster level. I can't recall if the vampire got a save. That's slightly better than a d6 per level (or a d4+1).
Can the wall be dropped like a Wall of Ice? Are any of the gaps big enough for a humanoid to crawl through? How about a halfling?
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Post by venger on Feb 21, 2012 15:58:29 GMT -5
Rissa's Ruby Ray: You'd imagine the ray deals damage, yes. Would need to cast it on something that isn't the ground or a rock to determine how much.
Wall of Bone: It erupts from the ground and cannot be "dropped" on anything. Creatures/objects within the area of effect when the wall is cast become entrapped within, taking damage from bony spikes. Any small-sized creature can wriggle through the openings, but it would be damaging. Larger creatures would need to smash through. Also damaging.
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Post by Wolfgar on Feb 23, 2012 10:57:04 GMT -5
If you can convince Finn to be a guinea pig. Finn could cast Spell Ward and Mage Shield and then you could cast Ruby Ray on him. That might give you an idea of how much damage it would do.
With those two spells in place he should take (damage - Finn hps) / (makes save ? 4 : 2). Or maybe it is (damage / (makes save ? 4 : 2) - Finn hps). I am not sure what order you apply Mage Shield and Spell Ward. The second is better for the MU since less damage goes against the Ward.
BTW, "(X ? Y : Z)" means "if X is true then Y else Z".
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Post by Ginger on Feb 23, 2012 11:18:03 GMT -5
Colby will muse about his newly acquired Monster Summoning spells while complaining about the difficulties of testing his new spells within easy hearing range of Paavo to see if he makes an angry/disgusted face.
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Post by Wolfgar on Feb 23, 2012 11:35:08 GMT -5
I think it is a bad idea to treat any life (even a summoned one) with complete disregard. I am sure Lord Sherlane would back me on this.
But if Lord Sherlane is under the impression that summoned creatures have no soul and feel no pain and are merely constructs of the ether, then I will bow to his superior wizardly information and look the other way.
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Post by venger on Feb 23, 2012 11:36:46 GMT -5
It is not a "Good" act.
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Post by Ginger on Feb 23, 2012 11:55:57 GMT -5
Colby was never suggesting such a thing. He will note that certain summoned creatures, like a gelatinous cube, are arguably not really alive, but that's purely a theoretical argument. I guess he'll just have to fry Finnious!
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Post by Mr. Trommer on Feb 23, 2012 12:46:55 GMT -5
Would this be a useful cantrip for mages to have to burn a downed trolls? I expect that an application of oil would be required.
Firefinger (Alteration) Area of Effect: %' line The firefinger cantrip enables the caster to cause a jet of flame up to one-half foot in length to shoot forth from his or her finger. The flame is very hot and will ignite combustible materials such as parchment, twigs, kindling, and the like without difficulty, providing the materials are relatively dry. The flame persists for up to 1 segment. To bring about the magic of this cantrip, the caster speaks a word of power over elemental fire (such as ron-son, zip-Po, or the much revered word, dun-hill), extends the forefinger, and makes a sideways motion with the thumb. Casting lime: l/3 segment
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Post by Ginger on Feb 23, 2012 12:55:57 GMT -5
Spell Ward Level: 3 Duration: 1 turn/level Area of Effect: Caster Only Components: V, S Casting Time: 3 Savings Throw: None +3 to all save vs. spell for non-damage dealing spells, damage from offensive spells is reduced by half. Is that a change? I see this post was modified a few weeks ago and you'd previously said the spell was overly powerful.
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Post by venger on Feb 23, 2012 13:03:10 GMT -5
I don't know, there's a smudge on the page...
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Post by venger on Jul 6, 2012 13:13:01 GMT -5
Current spellbooks as of 7/6/12 @ the Castle in the Air:
"Entry-Level Enchanting," a spellbook 1st level: Charm Person, Friends, Sleep, Taunt 2nd Level: Alacrity, Bind, Deeppockets, Forget, Lugwiler's Dismal Itch, Magic Mouth 3rd Level: Suggestion, Cauthen's Infatuous Love Spell, Dispel Magic, Protection from Charm, Protection from Normal Missiles, Clairvoyance
"Introduction to the Dark Arts," a necromancer's spellbook 1st Level: Skeletal Mount, Darkness, Pain 2nd Level: Hex, Sinister Strangulations 3rd Level: Vampiric Touch
"Invocation for Idiots," a spellbook 1st Level: Magic Missile, Grease, Write Magic 2nd Level: Force of Forbidment, Stinking Cloud, Web 3rd Level: Lightning Bolt, The Lesser Spell of Invaded Dreams 4th Level: Rissa's Ruby Ray, Polymorph Self, Scry
"Mastering the Elements," a spellbook 1st Level: Burning Hands, Feather Fall, Fist of Stone, Melt 2nd Level: Animate Water, Flaming Sphere, Ice Knife, Smoky Form, Stony Grasp 3rd Level: Gust of Wind, Fire Rain, Tongues
"The Art of Conjuration," a spellbook 1st Level: Find Familiar, Unseen Servant, Ghost Light 2nd Level: Summon Imp 3rd Level: Monster Summoning I 4th Level: Monster Summoning II 5th Level: Rune of the Implacable Stalker, Beckon* (*written in the margin of this spell are the names Garzul, Hreke, Skezz, Astri the Unclean)
Colby's Travelling Book #1: Wizard Sight (1st) Spell Ward (3rd) Mage Shield (2nd) Comprehend Languages (1st)
Colby's Book #2: Nahal's Reckless Dweomer (1st) Unseen Servant (1st) Web (2nd) Slow (3rd) Fire Wings (3rd)
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Post by Ginger on Jul 9, 2012 12:47:20 GMT -5
Spell Ward Level: 3 Duration: 1 turn/level Area of Effect: Caster Only Components: V, S Casting Time: 3 Savings Throw: None +3 to all save vs. spell for non-damage dealing spells, damage from offensive spells is reduced by half. Is that a change? I see this post was modified a few weeks ago and you'd previously said the spell was overly powerful. I don't think this is how we played it on Sunday, otherwise Colby would have withstood the Flamestrike. Is this the version post-smudge, or did the spell require further smudging?
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Post by venger on Jul 9, 2012 12:56:26 GMT -5
Maybe it doesn't work on Flamestrike. Everytime you memorize it the smudge gets worse.
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Post by Ginger on Jul 9, 2012 13:30:40 GMT -5
So the next time I cast it it will summon a hostile demon?
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Post by venger on Jul 9, 2012 14:56:49 GMT -5
I'd let you roll % dice to determine hostility level.
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Post by Ginger on Jul 20, 2012 12:25:06 GMT -5
Thinking more, I'm inclined to learn Wall of Force at 9th level. I'll rely on Fire Breath most of the time for damage. I'll presume it's sort of Cone of Cold but with fire instead. I'll do Teleport at 10th level, since it's more useful when you can go forward and back.
As I've said, I'm very open to further objections. Since I got this spell level from a magic item given to me by the group, you guys have an equal share in this decision.
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Post by Wolfgar on Jul 20, 2012 14:41:49 GMT -5
Airy Water would be perfect for the salvaging but not so useful later on. But again you would have to be trained first to use it.
Hold Monster is awesome. You don't have to worry about hitting your party members and it acts like a Slow if they save.
The diamond dust used for Wall of Force won't make Bolo happy.
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Post by Bolo on Jul 20, 2012 15:34:24 GMT -5
The diamond dust used for Wall of Force won't make Bolo happy. Bolo will be very happy if it means Colby now supports his suggestion that we return to the efreet's mountain to collect more big uncut diamonds. Btw, are spell components a party expense?
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Post by Ginger on Jul 20, 2012 16:29:46 GMT -5
We have yet to cast a spell with components that are costly. Even though it's diamond dust, unless a GP value is included, we've assumed it to be trivial.
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Post by Wolfgar on Jul 20, 2012 20:17:40 GMT -5
The DMG gives a value for the diamond dust but I don't know that we have used it in the past. Wall of Iron and Wall of Stone are cheaper and practically permanent.
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Post by venger on Jul 20, 2012 22:04:59 GMT -5
Diamond dust isn't free.
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Post by Ginger on Jul 21, 2012 19:29:40 GMT -5
Ok, Hold Monster it is!! That's my final answer.
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Post by venger on Jul 29, 2012 23:28:41 GMT -5
Current spellbooks as of 7/30/12 in Barb-el-Shay:
"Entry-Level Enchanting," a spellbook (36 spell levels) 1st level: Charm Person, Friends, Sleep, Taunt 2nd Level: Alacrity, Bind, Deeppockets, Forget, Lugwiler's Dismal Itch, Magic Mouth, Invisibility 3rd Level: Suggestion, Cauthen's Infatuous Love Spell, Dispel Magic, Protection from Charm, Protection from Normal Missiles, Clairvoyance
"Introduction to the Dark Arts," a necromancer's spellbook (10 spell levels) 1st Level: Skeletal Mount, Darkness, Pain 2nd Level: Hex, Sinister Strangulations 3rd Level: Vampiric Touch
"Invocation for Idiots," a spellbook (28 spell levels) 1st Level: Magic Missile, Grease, Write Magic, Shield 2nd Level: Force of Forbidment, Stinking Cloud, Web 3rd Level: Lightning Bolt, The Lesser Spell of Invaded Dreams 4th Level: Rissa's Ruby Ray, Polymorph Self, Scry
"Mastering the Elements," a spellbook (23 spell levels) 1st Level: Burning Hands, Feather Fall, Fist of Stone, Melt 2nd Level: Animate Water, Flaming Sphere, Ice Knife, Smoky Form, Stony Grasp 3rd Level: Gust of Wind, Fire Rain, Tongues
"The Art of Conjuration," a spellbook (22 spell levels) 1st Level: Find Familiar, Unseen Servant, Ghost Light 2nd Level: Summon Imp 3rd Level: Monster Summoning I 4th Level: Monster Summoning II 5th Level: Rune of the Implacable Stalker, Beckon* (*written in the margin of this spell are the names Garzul, Hreke, Skezz, Astri the Unclean)
Colby's Travelling Book #1: (11 spell levels) Mirror Image (2nd) Wizard Sight (3rd) Spell Ward (3rd) Mage Shield (2nd) Comprehend Languages (1st)
Colby's Book #2: (11 spell levels) Identify (1st) Nahal's Reckless Dweomer (1st) Unseen Servant (1st) Web (2nd) Slow (3rd) Fire Wings (3rd)
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Post by Ginger on Jul 30, 2012 11:09:25 GMT -5
Current spells by level as of 7/30/12 in Barb-el-Shay. Spells which require evil components are in red, those only available as scrolls are blue.
1st Burning Hands Charm Person Comprehend Languages Darkness Feather Fall Find Familiar Fist of Stone Friends Ghost Light Grease Identify Magic Missile Melt Nahal's Reckless Dweomer Pain Shield Skeletal Mount Sleep Taunt Unseen Servant Write Magic
2nd Alacrity Animate Water Bind Deeppockets Flaming Sphere Force of Forbidment Forget Hex Ice Knife Invisibility Lugwiler's Dismal Itch Mage Shield Magic Mouth Mirror Image Sinister Strangulations Smoky Form Stinking Cloud Stony Grasp Summon Imp Web
3rd Cauthen's Infatuous Love Spell Clairvoyance Dispel Magic Fire Rain Fire Wings Gust of Wind Lightning Bolt Monster Summoning I Protection from Charm Protection from Normal Missiles Slow Spell Ward Suggestion The Lesser Spell of Invaded Dreams Tongues Vampiric Touch Wizard Sight
4th Confusion Monster Summoning II Polymorph Self Rissa's Ruby Ray Scry Wall of Bone
5th Beckon (written in the margin of this spell are the names Garzul, Hreke, Skezz, Astri the Unclean) Creeping Darkness Conjure Elemental Fire Breath Magic Jar Rune of the Implacable Stalker
6th Enchant an Item Invisible Stalker Monster Summoning IV
7th Monster Summoning V
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Post by Ginger on Aug 6, 2012 19:41:58 GMT -5
Looking at our list, we need to add from the College's library Enlarge, Reduce, Mending, Read Magic (!!), Detect Invisibility, Knock, Levitate, and Stinking Cloud. That will use 10 of our 22 units of spell ink. Anything else from the standard PHB 1st and 2nd level spells?
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Post by Wolfgar on Aug 6, 2012 20:27:10 GMT -5
Strength. Wizard Lock might be nice to keep people out of our rooms.
BTW, Unseen Servant is listed as both a 1st and 2nd level spell above.
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Post by venger on Aug 6, 2012 20:39:41 GMT -5
Looking at our list, we need to add from the College's library Enlarge, Reduce, Mending, Read Magic (!!), Detect Invisibility, Knock, Levitate, and Stinking Cloud. That will use 10 of our 22 units of spell ink. Anything else from the standard PHB 1st and 2nd level spells? Read/Write Magic are the same. In my opinion it's just some kind of code-breaking cipher that is the equivalent of a 1st level spell. If a magic-user was without a spellbook, in extremis, I'd probably allow some dice vs. intelligence to recall Read Magic. But I'm a very lenient DM...
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Post by venger on Aug 6, 2012 20:47:53 GMT -5
Do you even have Mend...?
cough buy some travelling spellbooks cough cough they encumber almost nothing cough
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