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Post by SummerCrow on Mar 18, 2017 9:40:56 GMT -6
It's not so big a deal as people were making it. Now that I reminded people once and confirmed that "no, she didn't just turn around and tell you off-screen, that would pretty clearly defeat the point of a fake name," I'm not going to bring it up again unless it really matters. Definitely not going to sit and anally correct people about it.
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Post by SummerCrow on Mar 18, 2017 9:50:48 GMT -6
And... Jesus Christ, Neo, what did you think Celica was going to get up to in her room that you thought I was killing her off!?
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Post by Neo on Mar 18, 2017 12:54:12 GMT -6
I don't know. I was really tired.
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Post by Malefio on Mar 18, 2017 12:55:10 GMT -6
Thought I'd do my fair share and do the summary for once.
-Party went back to the airship and brought in Slimex to the situation. -Slimex was sent into the underground to find information. -The rest of the party cautiously fought the Terrasque. -Slimex found Mech's memory database and sent it to base. -Anna showed up. With her help and after a few hours, the Terrasque went down. -Celica punched the Terrasque's corpse... A lot. -Shira got the Dragonwright handbook and plans on joining the religion. -Amelia found Joel again and found a way to stop him from speaking before trapping him in a bag. -Slimex got impressed by Shira fighting the Terrasque cautiously. -Shira got the Terrasque's heart. -Went back to base, Shira sold the heart. -Amelia started a dracopixie farm for massive income. -Slimex learned that Mech was possessed and plans to exorcise him. (If Celica did something in the base, I missed it)
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Post by Neo on Mar 18, 2017 12:58:20 GMT -6
Celly used her Psychic Clairvoyance powers to check up on her mother and found out mommy is probably a member of OMEN.
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Post by Neo on Mar 18, 2017 16:08:37 GMT -6
So, I have decided to save up for the Deathbringer greatsword instead of buying the Lightning Spear. What I am going to buy is a high quality pair of noise canceling earmuffs. The kind Shira can just wear around her neck then put them on whenever Celly is about to use the Boom Gun. If she wears them around her neck in combat, I should be able to do that on Celly's turn as a free action. How much would those cost?
Also, would it be possible to buy a 5th or 6th level spell from Kana, and if so, how much would it cost? Remember, higher level spellbooks are rare and hard to come by, outside of Magic Guilds or specific magic shops.
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Post by Neo on Mar 18, 2017 17:42:31 GMT -6
Also, remember to do EXP, Mystic. Preferably soon. Cause I think the party is actually pretty close to reaching level 3, which means we'll need time to level up. I know Shira only needs 1300 more to level up, so the rest of the party must be closer. Actually... I think the 1,000 EXP from the Terrasque alone is enough to automatically level up everyone but Shira.
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Post by SpringForest on Mar 18, 2017 17:48:31 GMT -6
Shira: 1,300 Amelia: 1,150 Don: 1,000 Celica: 1,200 Slimex: 1,450
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Post by Neo on Mar 18, 2017 17:54:33 GMT -6
Yay! Shira's now level 3! Time to spend like two days leveling her up.
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Post by Neo on Mar 18, 2017 19:17:12 GMT -6
Shira's stats and skills are updated, but she gets 8 new spells and 2 new Psionics that I have to add. And a new Special Interest skill.
... How do special interest skills work again?
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Post by Neo on Mar 19, 2017 15:18:07 GMT -6
NVM, I remembered how special interest skills work again. But I still need an answer on whether or not I can buy high level spells from Kana.
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Post by SpringForest on Mar 19, 2017 15:43:00 GMT -6
Probably not under normal circumstances. However, Kana can probably make anotger sidequest type deal for high level spells if you'd like.
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Post by Neo on Mar 19, 2017 15:51:43 GMT -6
Probably not under normal circumstances. However, Kana can probably make anotger sidequest type deal for high level spells if you'd like. Okay. What's the highest level of spelltomes Kana would be able to get under normal circumstances? For reference, Elemental Spells go up to level 8, and Invocations(Normal Spells) go up to level 15.
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Post by SummerCrow on Mar 19, 2017 17:20:56 GMT -6
SpellbookRefined.txt (9.93 KB)OK! So the spellbook macros. I have, like... no motivation to finish them. But other people can tick away at it. Remember, every time the spellbook macro is opened on Roll20, the entire thing has to be re-copied into it because it has to use ASCII for formatting purposes. So save your work as a txt file and always copy it in. Here's the basic version. Notice that when going to a different Level of spell, you add |. After a spell, you add | and after a spell name and before the description, you add , Also, you CAN NOT use commas in the descriptions, so use breaks instead. Oh, and rolls can be added in double-brackets. ...Annnnd Proboards also converts ASCII into characters, even when you specifically tell it not to. I'd need to find a way to post the text file itself...? ?{Level?|Level 1, ?{Level One Spells|Blinding Flash,Blinding Flash - 1 PPE 10ft radius and 60ft range Standard Save or -1 for 3 PPE Victims blinded [[1d4]] melee rounds -10 Strike/Parry/Dodge 50% chance of tripping per 10ft moved Does not affect robotic/bionic/cybernetic eyes|Cloud of Smoke, Cloud of Smoke - 2 PPE 90ft radius and 90ft range 4 melees/level of experience -5 Strike/Parry/Dodge/Disarm/Entangle|Death Trance, Death Trance - 1 PPE Lasts 10 rounds/level of experience Magically induced coma cancelled at will|Globe of Daylight, Globe of Daylight - 2 PPE 30ft range 3 mins/level of experience Lights 12ft/level of experience Can move at a speed of 12 Considered sunlight for purposes of weaknesses|Lantern Light, Lantern Light - 1 PPE 10ft range 30 mins/level of experience Illuminates 10ft and moves with user|See Aura, See Aura - 6 PPE 100ft range 1 melee duration Blocked by Mind Block or Alter Aura See page 202 for list of effects|See the Invisible, See the Invisible - 4 PPE 200ft range 2 mins/level of experience Detect astral beings/elementals/ghosts/etc|Sense Evil, Sense Evil - 2 PPE 90ft range 2 mins/level of experience Gives approximate count and pinpoints a general location of evil supernatural beings Must be cast specifically on individual humans and D-bee Only reveals Diabolic nature or immediate evil intent|Sense Magic, Sense Magic - 4 PPE 120ft range 2 mins/level of experience Detects enchantment effects of spells being invoked with general range|Thunderclap, Thunderclap - 4 PPE 30ft effect range but heard 1 mile Save vs Horror Factor 8 +5 Init and +1 Strike/Parry/Dodge for user}|Level 2, ?{Level Two Spells|Befuddle, Befuddle - 6 PPE 100ft range on single target 2 mins/level of experience Standard save -2 Strike/Parry/Dodge Half actions per melee -20% Skills|Chameleon, Chameleon - 6 PPE Self or touch 18 melees/level of spell caster 90% undetectable by normal optics and see invisible if unmoving 70% at 2ft/melee 20% at 6ft/melee Thermal detects if more than 5 degree difference from environment Negated by attacking|Cleanse, Cleanse - 6 PPE Self or one up to 10ft or two by touch Removes dirt/grime and surface parasites|Climb, Climb - 3 PPE 5 mins/level of experience Skill level of 98% Climbing at normal speed on easily climbable surfaces Skill level of 60% Climbing on difficult/unclimbable terrain Skill level of 90% Rappelling|Cloak of Darkness, Cloak of Darkness - 6 PPE Self and 5ft radius 4 mins/level of experience Mage sees out without diffculty but others can't see in Near invisibility in dark environment -3 to strike at range without thermal/infrared vision -1 to strike at range with thermal/infrared vision No penalty in hand-to-hand|Concealment, Concealment - 6 PPE 40ft range 5 mins/level of experience Standard save Targets a single small object Enchantment broken if item is picked up|Detect Concealment, Detect Concealment - 6 PPE 30ft range Dispells Concealment|Extinguish Fire, Extinguish Fire - 4 PPE 20ft radius and (80+10/level)ft range 1 min/level of experience Can extinguish 40ft/melee round|Fear, Fear - 5 PPE 20ft diameter and 100ft range 1 min/level of experience Save vs Horror Factor 16 on entry|Heavy Breathing, Heavy Breathing - 5 PPE 6ft radius and 60ft range 75 secs/level of experience Standard save Creates fake breathing noise which can be moved 60% chance target will flee -2 Strike and -1 Parry/Dodge|Levitation, Levitation - 5 PPE 60ft range 3 mins/level of experience Standard save if unwilling Vertical movement only Weight limit (200 + 20/level)lbs Height limit (60 + 10/level)ft|Manipulate Objects, Manipulate Objects - 2 PPE per 5lbs (50+10/level)ft range and requires line of sight 2 mins/round Inanimate objects only Page 204 for full list of restrictions|Turn Undead, Turn Undead - 6 PPE 60ft range Repel [[@{selected|level}d6]] animated/basic undead from an area for 24 hours}|Level 3, ?{Level Three Spells|Armor of Ithan,Armor of Ithan - 10 PPE Self or touch 1 min/level of experience 10 MDC/level of experience Half damage from magic fire/lightning/cold|Breath Without Air,Breath Without Air - 5 PPE Self or 2 targets by touch 3 mins/level Also protects against non-magic toxins|Energy Bolt,Energy Bolt - 5 PPE 150ft Dodge 18 to save [[4d6]] damage + [[2d6]] on ley line + [[2d6]] if on ley line nexus|Fingers of the Wind,Fingers of the Wind - 5 PPE 90ft range 3 mins/level of experience Affects objects up to 10lbs|Float in Air,Float in Air - 5 PPE Self or 30ft range 10 mins/level of experience Hover 2ft -1 Damage/Strike/Parry/Dodge and half movment speed|Fuel Flame,Fuel Flame - 5 PPE 100ft diameter and 120ft range Doubles fire size|Ignite Fire,Ignite Fire - 6 PPE 3ft diameter and 40ft range Requires line of sight so can't target containers If character's hair/clothes set on fire 2d6 SDC dealt every round after 2 rounds until 1 round spent extinguishing|Impervious to Fire,Impervious to Fire - 5 PPE Self or 60ft 5 mins/level of experience|Impervious to Poison,Impervious to Poison - 5 PPE Self or others by touch 5 mins/level of experience|Invisibility - Simple,Invisibility - Simple - 6 PPE Self and carried items 3 mins/level of experience Detected by See the Invisible or thermal/infrared sight -9 to be hit or -3 if bleeding|Life Source,Life Source - 2 PPE Self 2 SDC for 1 PPE or 1 HP for 1 PPE See page 206 for list of effects|Light Healing,Light Healing - 6 PPE Touch No self Heals [[1d6]] SDC or [[1d4]] HP|Magic Shield,Magic Shield - 5 PPE Self or touch 2 mins/level of experience Large round shield with 60 MDC which can be passed +1 parry against melee or -8 and no bonus against projectiles Shield takes 1/4 damage from all attacks blocked|Mystic Fulcrum,Mystic Fulcrum - 5 PPE Self or two others by touch 5 mins/level of experience +50% lift/+10% carry capacity|Negate Toxin,Negate Toxin - 5 PPE Self or touch|Paralysis - Lesser,Paralysis - Lesser - 5 PPE 60ft range 4 mins/level of experience Standard save and can't penetrate vehicles or environmental armor Paralyzes a limb Arm or hand can't be used Leg reduces speed by 90% and -2 Parry/Dodge|Resist Fire,Resist Fire - 6 PPE Self or two others in 60ft range Fire deals half damage}|Level 4, ?{Level Four Spells|Blind,Blind - 6 PPE Touch or 10ft and Line of Sight One minute/level of experience Standard Save -5 Strike and -10 Parry/Dodge 65% chance spells like Magic Net misdirect against allies|Carpet of Adhesion,Carpet of Adhesion - 10 PPE 10x20ft area and (30 + 10/level of experience)ft range 10 rounds/level of experience Prevents movement and can be resized Successful save shortens effect to [[2d6]] rounds Teleportation effects bring carpet with caster|Charismatic Aura,Charismatic Aura - 10 PPE Self or target in 60ft and 60ft radius of effect Six rounds/level of experience PB +8 and one of three charm effects Standard save Friendship/Trust Power/Fear (Command with HF13 save) Deception (80% chance of sueccess)|Cure Minor Disorders,Cure Minor Disorders - 10 PPE Touch or 10ft range Standard save Negates minor physical or curse-based disorders|Electric Arc,Electric Arc - 8 PPE 30ft/level of experience range Attack with strike +2 but uses two actions [[2d6]] MD|Energy Field,Energy Field - 10 PPE Self or 60ft range and 8ft radius 1 min/level of experience 60 MDC protection x2 at ley line or x3 at nexus|Fire Bolt,Fire Bolt - 7 PPE (100 + 5/level of experience)ft range Attack with +4 strike [[4d6]] MD or [[1d6 * 10]] SDC|Fist of Fury,Fist of Pury - 10 or 50 PPE Self (10 PPE) or Touch (50 PPE) 1 round/level of experience Target's punches deal MD but can't use power punch Can parry physical MD weapons but not energy MD weapons Only affects non-supernatural living beings Fist glows read and releases sparks on impact Friggin' awesome best spell NA|Fool's Gold, - Fool's Gold - 10 PPE 5ft range 5 mins/level of experience Standard save Does not affect experienced metallurgists|Ley Line Transmission,Ley Line Transmission - 30 PPE Range limited by ley line length Can send to 1 person/level of experience One-way message under 100 words 20% chance a psionic or mage with telepathy senses transmission 31% chance they will overhear the message|Magic Net,Magic Net - 7 PPE 10ft radius and 60ft range Two rounds/level of experience Limit 6 human size targets (can attempt to dodge) even if in radius Targets are helpless and require 2 rounds to cut out of net Net only affected by magic or MD weapons Teleportation and Turn to Mist require a save vs. magic to cast|Multiple Image,Multiple Image - 7 PPE Self 1 min/level of experience Save -4 Creates 3 fake mages Images dispelled by iron +1 Strike and +2 Init/Dodge|Repel Animals,Repel Animals - 7 PPE 30ft range Standard save Affects up to 6 animals Will avoid area for hours|Shadow Meld,Shadow Meld - 10 PPE Self 2 mins/level of experience Requires 5ft minimum shadow Invisible even to See the Invisible but visible by infrared/thermal Prowl skill 60% or 15% above normal Attackers -5 to strike with non-AoE effects|Swim as a Fish,Swim as a Fish - 6 PPE Self or 10ft 5 mins/level of experience 96% skill in SCUBA and swimming +1 Parry/Dodge in water Hold breath 5 mins Swim distance (100xPS) yards and 600ft depth|Trance,Trance - 10 PPE Touch or 12ft plus line of sight 5 mins/level of experience Standard Save Places target in zombie-like state and will follow simple commands Will not act against alignment or harm self or participate in combat All physical skills halved}} SpellbookRefined.txt (9.93 KB)
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Post by SpringForest on Mar 19, 2017 17:27:15 GMT -6
Being able to sell it normally...probably level 4 at the most.
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Post by Neo on Mar 19, 2017 17:35:51 GMT -6
Level 4? Okay. What kind of sidequest would we be talking about for a level 6 or 7 spell?
Also, Crow, I really suck at macros...
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Post by SummerCrow on Mar 19, 2017 17:37:24 GMT -6
I can get it down to "add descriptions" with maybe 20 minutes of work.
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Post by Neo on Mar 19, 2017 17:59:22 GMT -6
Oh! The book actually has prices listed for buying spells. Level four spells cost 30,000 credits, 40,000 for level 5, 70,000 for level 6, 90k for level 7 spells, 120k for level 8 spells, 180k for level 9, and 500k to one million credits for level 10 spells and higher. Level 10 spells are almost never sold anywhere(01-10% chance). Spells of Legend cannot be bought; they must be taught by Ancient Dragons, Elder Faeries, Gods, Demon Lords, or Alien Intelligences. Levels 1-4 spells are the most common, and most places don't offer the full range of spells. But it would definitely be possible for Kana to have a level 6 or 7 spell transcribed and imported. He would just need a big incentive. Also, maybe I'm derping, but... I'm rereading all the sections on magic, and I can't find anything anywhere written that spells start off at level 1, like skills do. For example, Shira learned several new spells at level 3. At first, I thought those new spells are treated as if she was level 1, just like when you learn new skills. But I don't remember why I thought that or where I read it. Now it's looking like you can automatically use new spells at your level of experience as soon as you get them. So Shira would be able to use her new spells as level 3 versions. That... Changes a lot.
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Post by Neo on Mar 19, 2017 18:41:34 GMT -6
Mystic, I want to buy the level 4 Air Elemental spell Lightblade. Is that okay? And can I roll to see if Kana will give me a discount?
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Post by SpringForest on Mar 19, 2017 18:54:13 GMT -6
Sure.
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