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Post by Wolfgar on Sept 20, 2012 10:57:27 GMT -5
Then I would vote for Polymorph Other. No chance of friendly fire. We can always dispel it if we want to reverse the effects. I would suggest a turtle. They don't travel very fast and when threatened they just retreat into their shell. Rabbits run away.
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Post by Ginger on Sept 20, 2012 11:04:54 GMT -5
Then I would vote for Polymorph Other. No chance of friendly fire. We can always dispel it if we want to reverse the effects. I would suggest a turtle. They don't travel very fast and when threatened they just retreat into their shell. Rabbits run away. This reminds me of that catastrophic fight in Torsh when we brainstormed about polymorphing someone into a T-Rex or a rakshasha. If we just randomly polymorphed someone in the camp into a dragon that might cause enough confusion to let us mount an assault.
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Post by Ginger on Nov 26, 2012 11:47:02 GMT -5
I updated some things, and added a new watch order for waiting outside the city. I pulled together some of the stuff we had and I made up marching orders for dungeons. Marching Order (Wilderness) ("The Paavo Pattern":): | Dan | Bolo | Colby | Mr. Trommer | Nordel | Basmadoos | Youssef/Mamnoon | Paavo | Khaddil | | Haddiq | Azhbar | Mary | Friedrich |
Marching Order (10' Dungeon Corridor)Azhbar | Haddiq | Youssef | Dan | Colby | Paavo | Mr. Trommer | | Basmadoos | Mary | Mamnoon | Bolo | Nordel | Friedrich |
Marching Order (5' Dungeon Corridor)Haddiq | Azhbar | Mary | Basmadoos | Mamnoon | Youssef | Bolo | Dan | Nordel | Colby | Paavo | Friedrich | Mr. Trommer |
Watch Schedule for Desert TravelingNight Watch schedule A:Watch 1: Dan, Trommer, Colby, Khaddil Watch 2: Paavo, Mary, Basmadoos, Bolo, Nordel Watch 3: Youssef, Mamnoon, Friedrich, Azhbar, Haddiq Night Watch Schedule B:1st: Trommer, Basmadoos, Bolo, Mary, Dan 2nd: Paavo, Nordel, Colby, Azhbar 3rd: Friedrich, Khaddil, Youssef, Mamnoon, Haddiq Day Watch schedule A1st: Friedrich, Khaddil, Youssef, Mamnoon, Haddiq (memorizing) 2st: Trommer, Basmadoos, Bolo, Mary, Dan (memorizing) 3nd: Paavo, Nordel, Colby, Azhbar Camp Setup:No campfire in the desert. Animals and sleeping people in the middle, surrounded by watchers. Watch Schedule While Camped Outside of Khosura (Non-memorizers)Watch 1: Azhbar, Paavo, Khaddil, Trommer Watch 2: Basmadoos, Bolo, Friedrich, Nordel Note: I'm putting every caster off of watch duty to maximize time for rest and memorization. Individual:Bolo ---set up perimeter defenses Mr. Trommer ---check for forageables and medicinals Khaddil ---check for forageables Nordel ---check for forageables Mary ---cast Strength(s) for morning travel ---cast Deep Pockets ---memorize and cast Mend as needed ---memorize during Day watch Colby: ---cast Strength(s) for night travel ---cast Deep Pockets (when traveling on foot) ---memorize during Day watch ---defender +1 defense Haddiq: ---memorize during Day Watch ---cast (3) Endure Heat after Day Watch ---expend remaining Dan: ---memorize during Day Watch ---cast (3) Endure Heat after Night Watch. ---cast Anti-Vermin Barrier before Night Watch. ---Create Water before each Midday Watch. ---recharge the Ring of Spell Storing from the Necklace of Prayer Beads if needed Youssef: ---Mamnoon Create Food during Night Watch. Speak w/camels. ---Mamnoon check surrounding area from sky. ---memorize during Day watch ---care for camels Detailed Endure Heat Casting Schedule-- Dan: cast Endure Heat travels from dawn to midday: 6 hours sleeps: 4 hours memorizes: 2 hours travels from dusk into the night: 6 hours watches: 2 hours sleeps: 4 hours Haddiq: travels from dawn to midday: 6 hours memorizes: 2 hours cast Endure Heat sleeps: 4 hours travels from dusk into the night: 6 hours sleeps: 4 hours watches: 2 hours
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Post by Ginger on Dec 4, 2012 12:31:31 GMT -5
I put together all of our new spells in one post, to make things easier. Can we get this printed and added to our list of stuff that we get each week, along with the Standard Operating Procedure?
Cleric Spells
1st Level
Lasting Breath (Alteration) Level: 1 Range: 5 yards/level Components: V, S Duration: 1d4 rounds +1 round/level Casting Time: 1 Area of Effect: One creature/level Saving Throw: None This spell increases the amount of time a character can hold his breath. A character can hold his breath for a number of rounds equal to one-third his Constitution score. The effect of this spell is added to that figure. The duration of the spell is always unknown to the recipient; the DM secretly rolls 1d4 to determine the exact duration. At the end of this time, the character must succeed a Constitution check or be forced to take a breath as per the rules.
2nd Level
Anti-Vermin Barrier Level: 2 Range: 30 yards Components: V, S, M Duration: 1 hour/level Casting Time: 2 segments Area of Effect: 10-foot cube/level Saving Throw: None With this spell, the caster creates an invisible force field that repels nonmagical insects, rodents, spiders, snakes, worms, and similar vermin of less than 1 Hit Die. The spell has no effect on giant-sized versions of these creatures unless they are less than 1 Hit Die. The barrier affects summoned creatures, such as those called by a summon insects spell. Any vermin within the area of effect when the spell is cast are not affected; however, when these creatures exit the area, they cannot return. The spell affects a cubic area whose sides are 10 feet times the caster's level (for instance, a 2nd-level priest could affect a 20'x 20'x 20' cube.
Call Upon Faith Level: 2 Range: 0 Components: V, S, M Duration: 1 round Casting Time: 2 segments Area of Effect: The caster Saving Throw: None Before attempting a difficult task, the priest may cast call upon faith to aid his performance. If the priest has been true to his faith (as determined by the DM), the priest gains a +3 (or +15%) bonus to one die roll (his choice) needed to complete the task. The bonus may be used to affect a saving throw, attack roll, ability check, etc. For example, if a priest were about to cross a narrow log high above a chasm, he could cast this spell and gain a +3 bonus to his Dexterity ability check.
Draw Upon Holy Might Level: 2 Range: 0 Components: V, S, M Duration: 1 round/level Casting Time: 2 segments Area of Effect: The caster Saving Throw: None When this spell is cast, the priest's body shudders and glows with a shimmering aura as it becomes a vessel for the power of his god. As a result, the caster may choose to increase one ability score (only Strength, Dexterity, Constitution, and Charisma are eligible) by +1 per level of his experience (+1 at 3rd level, +2 at 5th, etc.) Only one attribute may be increased. The effect lasts for the duration of the spell. Attributes may be increased above the normal restrictions due to race and class, to a maximum of +6. All benefits for exceptional attributes listed in the Player's Handbook apply; however, the divine abilities found in the Dieties & Demigods book cannot be gained by use of this spell. When the spell ends, the energy abruptly leaves the priest's body, leaving him physically and mentally drained. He is nearly comatose and can do nothing but rest for the next 4d6 turns. A successful Constitution check (at the priest's normal attribute score) reduces this time by 50%. The material components are the priest's holy symbol and a vial of holy water.
Log of Everburning Level: 2 Range: Touch Components: V, S Duration: 1 hour/level Casting Time: 2 segments Area of Effect: Special Saving Throw: None This spell increases the amount of time that a wooden object will burn before being consumed. Wood that is enchanted in this manner burns brightly without being consumed for the duration of the spell. When the spell ends, the wooden object crumbles to ash. This spell does not cause the wood to catch fire; it must be ignited normally. While it burns, the wood gives off twice the normal amount of heat; thus, a single log can make a cozy fire. The affected wood radiates magic. The priest may enchant up to 1 cubic foot of wood per level of experience. The spell is effective on torches.
3rd Level
Castigate Level: 3 Components: V, S, M Range: 6" Casting Time: 3 segments Duration: Instantaneous Saving Throw: Special Area of Effect: 2" radius By means of this spell, the priest is able to deliver a blasting rebuke upon his foes. The spell's effect depends on the alignment of those within the area of effect. Victims of the same alignment as the priest must make a successful saving throw versus spell or be deafened for 1-3 rounds by the blistering words of the caster. Victims with a difference of one alignment component (either lawful, neutral, chaotic, good, or evil) suffer 1 point of damage per level of the caster. A successful saving throw versus spell reduces this damage to 1/2 point per level. Victims with both alignment components different from that of the caster suffer 1-4 points of damage per level of the caster. Again, a successful saving throw versus spell will reduce the damage by half. A lawful good priest casting this spell would deafen those of lawful good alignment, do 1 point of damage per level to those of lawful neutral, lawful evil, chaotic good, and neutral good alignments, and would do 1-4 points of damage per level to those of true neutral, neutral evil, chaotic neutral, and chaotic evil alignment. The priest's holy symbol is the material component required for this spell.
Zone of Sweet Air Level: 3 Range: 10 yards/level Components: V, S, M Duration: 1 turn/level Casting Time: 3 segments Area of Effect: 10-foot cube/level Saving Throw: None Zone of sweet air creates an invisible barrier around the area of effect that repels noxious elements from poisonous vapors, including those created magically (such as stinking cloud). The spell offers no protection against poisonous vapors created by dragon's breath weapon (such as the chlorine gas of a green dragon). Noxious gases already within the area of effect when the spell is cast are not affected. Fresh air passes into the area normally. If a poisonous vapor is expelled within the area of effect (for example, a stinking cloud is cast), the spell takes effect normally but dissipates in half the time normally required. The spell affects a cube whose sides equal the caster's level times 10 feet (for instance, a 10th-level caster could affect a cube whose sides are 100 feet long).
MAGIC USER SPELLS
1st Level
Lightning Serpent.
(Alteration, Invocation/Evocation, Air) Level: 1 Range: 10 feet/level Components: V, S, M Casting Time: 1 Duration: 1 round/level or if dispelled Area of Effect: 1 creature/round Saving Throw: 1/2
When this spell is invoked, the caster brings into existence a crackling field of electricity that adopts a snakelike shape. Thereafter, the caster can command the lightning serpent to attack any one creature within range. The lightning serpent attacks with the caster’s THAC0, inflicting 1d6 points of electrical damage with each successful “bite”. A successful saving throw vs. spell reduces this damage by half (rounded up), but each strike requires a separate saving throw, with success or failure applying only to the strike in question.
Once the caster directs the lightning serpent to attack, he or she is free to engage in other activities, although changing the serpent’s target requires the caster’s total concentration for that round. Otherwise, the serpent continues to attack the chosen target for the full spell duration, even if that target is slain before the spell’s expiration.
The lightning serpent cannot be attacked physically in return, but it can be negated prematurely with a successful dispel magic or similar effect. Likewise, it can be repelled or reduced in effectiveness by the appropriate defensive measures (such as electrical or lightning immunity, protection from lightning, and so on).
Although electrical in composition, a lightning serpent does not generate sufficient heat to ignite flammable substances, nor does its energy conduct through objects or materials that are not carried or worn by its intended target.
The material components for this spell are a snake bone and a copper or silver coin (or the equivalent weight in unworked metal). Both the bone and the metal are consumed in casting.
Nahal's Reckless Dweomer* (Invocation/Evocation)
Range: Special
Components: V, S
Duration: Special
Casting Time: 5
Area of Effect: Special
Saving Throw: Special
This spell is the wild mage's ultimate last-resort spell. When cast, the mage releases a sudden flood of wild magical energy in the hope of seizing and shaping that energy into a desired spell effect. The attempt usually fails, but something almost always occurs in the process.
Before casting the spell, the mage announces the spell effect he is trying to create. The mage must be able to cast the spell (i.e., have it in his spell books), but need not have it memorized. After announcing the spell (along with the target and any other conditions required by the spell), the wild mage casts Nahal's Reckless Dweomer. A burst of magical energy is released, which the wild mage tries to manipulate into the desired form. The actual effect of the spell is rolled randomly on Table 2: Wild Surge Results.
Because the release of energy is planned by the mage, his level is added to the dice roll. If the result indicates success, the mage has shaped the magical energy into the desired effect. More often than not, the effect is completely unexpected. The result may be beneficial to the mage or it may be completely disastrous; this is the risk the mage takes in casting Nahal's Reckless Dweomer.
2nd Level
Alacrity (Alteration) Range: 0 Components: V, S Duration: 6 turns + 1 turn/level Casting Time: 1 round Area of Effect: The caster One creature Saving Throw: None
The recipient of the Alacrity spell has a -1 reaction adjustment to their initiative, due to their magically enhanced reflexes.
The use of an Alacrity spell allows the wizard to speed up the casting of spells of 5th level and lower. Only spells that are cast within the alacrity spell's duration are affected.
Casting times of 2-5 are reduced by 1; casting times of 6-9 are reduced by 2; and a casting time of one round is reduced to a casting time of 8. Casting times for spells which require more than 1 round are reduced by 20% (e.g., an animate dead spell affected by alacrity could be cast in only 4 rounds). Spells which have a casting time of 1 are not affected by this spell.
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Mage Shield Level: 2 Duration: 1 turn/level Area of Effect: Caster Only Components: V, S Casting Time: 2 Savings Throw: None
Absorb X spell damage where X is the caster's max HP.
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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.
3rd Level
Fire Wings (Alteration) Level: 3 Range: 0 Duration: 1 turn Area of Effect: Caster Only Components: V, S, M Casting Time: 1 round Savings Throw: None
...
The material component of this spell is the feather of a bird, which must be burned upon casting.
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Word of IOUN (Arcane) Level 3 Casting Time: 3 segments Range: Caster Duration: 6 turns (1 hour) Three stones rise into the air and circle the caster. One grants +1 to saving throws, one grants +1 to AC, and the third will absorb the first spell directed at the caster (after which it disappears). The stones can be dispelled or attacked directly: each is AC 1, and has 10 hit points.
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Hovering Skull (Necromancy) Range: Special Components: V, S, M Duration: 2 rounds/level Casting Time: 3 Area of Effect: Special Saving Throw: None
This spell creates a glowing human skull with sharp fangs. The skull hovers about a foot above the caster's shoulder; as the caster moves, the skull hovers along with him. If the caster stops moving and concentrates, he can mentally command the hovering skull to move in any direction within a 30- foot radius. The caster can see through the skull's eyes as if they were his own; for instance, the hovering skull could be ordered to investigate a dark cave or peek over a high wall. Additionally, the caster can order the hovering skull to attack victims with its razor-sharp teeth. If the caster's concentration is interrupted while controlling the skull, the skull immediately drops to the ground (but it takes no damage). If the caster resumes concentration, he can continue to command the skull. The hovering skull has the same statistics as the caster, except the skull has 3 hit points and inflicts 1-6 hit points of damage with its bite. Attacks directed at the skull do not harm the caster, nor does damage directed at the caster affect the skull. The material component for this spell is the tooth from a human skull.
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Sand Storm (Evocation) Range: 6" + 1"/level Duration: 1 round/level Components: V,S,M Casting Time: 3 Area of Effect: 5"x5"x5" cube Saving Throw: Special This spell creates a sand storm from any convenient source of sand, gravel or loose topsoil in the area of effect. The degree of the storm created is variable, based on a d20 roll against the table below. For every 3 levels of the wizard casting the spell, there is up to a +/- 1 modifier, if the mage wishes to take it. Unless noted as such, there is no save for effects.
01-04 Light | Obscured vision, 3/4 mv. 05-12 Moderate | Obscured vision, 1/2 mv., 1 hp/rd damage. 13-17 Heavy | Obscured vision, 1/2 mv.,d4 hp/rd damage. 18-19 Turbulent | Obscured vision, 1/4 mv., d6 hp/rd damage, svs. magic +2 or choke on dust, etc. for d10 damage extra 20 Extreme | Obscured vision, 1/8 mv., d8 hp/rd damage, svs. magic or choke on dust, etc. for d10 damage extra, svs. spell or be blinded (svs. once)
Note that any man-sized or smaller flying creature is downed by a heavy storm, large creatures are downed by a turbulent storm and gargatuan creatures are downed by an extreme storm. The material component of the spell is a handful of fine sand which is blown off the hand in the direction in which you wish the sand storm to rise.
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Salaphir's Searing Serpent(Conjuration/Summoning) Range: 1"/level Components: V, S, M Duration: 1 round/level Casting Time: 3 Area of Effect: One source of fire Saving Throw: Special This spell causes a tentacle of magical flame to snake forth from any existing source of natural or magical fire. The flaming tendril is 10 feet long, has AC 7, can be hit only by magical weapons and has hit points equal to double the caster's level. Any creature within 20 feet of the tentacle is subject to attack as directed by the caster. The victim must attempt a saving throw; if successful, the subject has avoided entanglement, but suffers 1d6 points of fire damage from contact with the tendril. If the saving throw is failed, the victim is entangled by the flaming serpent and suffers 2d6 points of fire damage each round until the tendril is destroyed or the spell expires. If the fire source from which the tentacle emanates is extinguished, the remaining time that the fiery constrictor may exist is cut in half.
4th Level
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.
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Post by Ginger on Apr 22, 2013 10:39:55 GMT -5
What everyone has been waiting for... updated Standard Operating Procedures!!! w00t!! Marching Order (Wilderness) ("The Paavo Pattern":):Basmadoos | Dan | Colby | Mr. Trommer | | Youssef/Mamnoon | Paavo | Khaddil | Haddiq | Azhbar | Mary | Friedrich |
Marching Order (10' Dungeon Corridor)Haddiq | Youssef | Dan | Colby | Paavo | Mr. Trommer | | Basmadoos | Mary | Mamnoon | Azhbar | Friedrich |
Marching Order (5' Dungeon Corridor)Haddiq | Azhbar | Mary | Basmadoos | Mamnoon | Youssef | Dan | Colby | Paavo | Friedrich | Mr. Trommer |
Watch Schedule for Desert TravelingNight Watch schedule A:Watch 1: Dan, Trommer, Colby, Khaddil Watch 2: Paavo, Mary, Basmadoos, Haddiq Watch 3: Youssef, Mamnoon, Friedrich, Azhba Day Watch schedule1st: Friedrich, Khaddil, Youssef, Mamnoon, Haddiq (memorizing) 2st: Trommer, Basmadoos, Mary, Dan (memorizing) 3nd: Paavo, Colby, Azhbar Camp Setup:No campfire in the desert. Animals and sleeping people in the middle, surrounded by watchers. Individual:Mr. Trommer ---check for forageables and medicinals Khaddil ---check for forageables Nordel ---check for forageables Mary ---cast Strength(s) for morning travel ---cast Deep Pockets ---memorize and cast Mend as needed ---memorize during Day watch Colby: ---cast Strength(s) for night travel ---cast Deep Pockets (when traveling on foot) ---memorize during Day watch ---defender +1 defense Haddiq: ---memorize during Day Watch ---cast (3) Endure Heat after Day Watch ---expend remaining Dan: ---memorize during Day Watch ---cast (3) Endure Heat after Night Watch. ---cast Anti-Vermin Barrier before Night Watch. ---Create Water before each Midday Watch. ---recharge the Ring of Spell Storing from the Necklace of Prayer Beads if needed Youssef: ---Mamnoon Create Food during Night Watch. Speak w/camels. ---Mamnoon check surrounding area from sky. ---memorize during Day watch ---care for camels Detailed Endure Heat Casting Schedule-- Dan: cast Endure Heat travels from dawn to midday: 6 hours sleeps: 4 hours memorizes: 2 hours travels from dusk into the night: 6 hours watches: 2 hours sleeps: 4 hours Haddiq: travels from dawn to midday: 6 hours memorizes: 2 hours cast Endure Heat sleeps: 4 hours travels from dusk into the night: 6 hours sleeps: 4 hours watches: 2 hours
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Post by Wolfgar on Apr 22, 2013 11:25:44 GMT -5
Who is wearing armor that requires endure heat? I know Paavo, Trommer and Friedrich are. Dan is in ultralight platemail and wears a ring of fire resistance. Mamnoon doesn't wear armor currently though he would probably be willing to wear the new chain mail. Also I think his ability to exist in a fire environment means he would be fine in armor in the desert. What about Haddiq, Azhbar and Basmadoos? One of them wears the magic studded leather which I think is fine.
Dan's Endure Heat now lasts 10.5 hours. For how many hours do we need it?
Can we get the Lesser Orison of Healing added to our spell list?
Youssef can add another Strength spell to cover most of the rest of the day - 8 hours from Mary, 5 hours from Youssef and 9 hours from Colby. That way even if we are attacked while asleep a Strength will most likely be up.
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Post by Ginger on Apr 22, 2013 11:36:30 GMT -5
Haddiq is wearing the ring mail with 5% magic resistance. Basmadoos is wearing the +3 studded leather. I don't know which of those require Endure Heat spells. I suspect they're both light enough to be ok, especially because dervishes naturally wear armor up to and including chain mail.
I think Paavo is the only guy who needs a Strength spell. If Basmadoos bumps his STR up to 12 after leveling he should start getting one, but with an 11 it just seems wasteful.
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Post by Wolfgar on Apr 22, 2013 11:38:23 GMT -5
Dan could add a Lesser Orison of Healing at the end of each day. It will restore 1-8 h.p. to everyone. So no one has to worry about being almost full. But it adds an hour to his memorization time as well. So maybe not.
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Post by venger on Apr 22, 2013 12:45:09 GMT -5
I'll see about updating it.
Ideally you could make these handwritten updates on the actual sheet during the session like how I update the character sheets.
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Post by Ginger on Apr 22, 2013 13:43:51 GMT -5
I'll see about updating it. Ideally you could make these handwritten updates on the actual sheet during the session like how I update the character sheets. I thought this would be less work for you because you could just copy and paste the whole thing, instead of making the individual edits yourself.
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Post by venger on Apr 22, 2013 13:50:42 GMT -5
Oh I didn't even see you had posted an updated one. Heh. I was just thinking more piecemeal changes from the board...
Nice.
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