Ok all character sheets have now been updated as follows.
100,000 exp To Althena, Cor, Rayne, Ulthok
70,000 exp to Sirene and Maggot
40,000 exp to Ayreon (+20k normal, +20k song)
20,000 exp to Lothor and Valene
Athena, Cor, Sirene, and Ulthok all made lvls
Made 12th lvl Fighter
+5 hit points
Made 14th LvL Knight Cleric
1 extra 4th lvl spell slot / 1 extra 5th lvl spell slot
+3 to hit points
Made 13th LvL Mage
*1 extra 1st lvl spell slot / 1 extra 2nd lvl spell slot / 1 extra 3rd lvl spell slot / 1 extra 6th lvl spell slot.
+5 hit points
Made 12th Mage
1 extra 4th lvl spell slot / 1 extra 5th lvl spell slot / 1 6th lvl spell slot
+4 hit points
Ok the things I need from Cor Sirene and Ulthok are new spell lists to fill in the blank spots and in the case of Sirene I need you drop your spells back down per number allowed per lvl as you no longer wear the Ring of Wizardy.
*Also on updating your character sheet Gina I noticed that though you were 12th LvL in Mage I had you using 13th LvL spell slots. Once more my apologies.
And on a last note these items have yet to be claimed from the items found at the Giants cave
GLASS BEADS: On command a bead turns into a glass goblet containing one of the following Potions: Extra Healing / Speed / Flying / Heroism / Elemental Resistance of drinkerís choice (fire, cold, lighting, acid)
Potion must be drank out of glass goblet to work, if poured into any other container from goblet before drinking potion turns to normal water.
RED/SILVER BLANKET: Of Regeneration: Doubles the rate at which hit points are recovered and wounds are healed while sleeping under it.
AMULET of SPELL POWER: Looks like a plain silver amulet of two hands clasped together. Once placed around oneís neck spells needing spell components to use no longer need them. In addition doubles Range, Duration, Damage if an attack type spell.
When worn for 30 consecutive days, without removal, thereafter grants the ability once per week to double all spells of each Level up to level 9 if worn by a Mage or Level 7 if worn by a Cleric. In addition doubles Range, Duration, Damage if an attack type spell.
Posted on 2012-08-03 at 00:43:39.
Edited on 2012-08-03 at 04:20:14 by TannTalas
Can Sirene not use the Ring of Wizardry given that she isn't 'attuned' to the Silver Amulet yet?
Also, I read the description of the Amulet that it would only double her spells once per week (one day per week?). So even after she is attuned, I'd prefer her to keep the Ring (even if it doesn't stack on the one day she uses the Amulet).
I was thinking that it is an amulet it is added not replaceing. You can only have one amulet, but if could worn as broach or pin it should be able to be added. I didn't think it would replace a ring. It allows not having to have the material elements to work a spell. The others are just benies.
Tann, it looks like you haven't added Ulthok's new spell book. Or the choices.
It would be the same as Sirene's only also with 5th level Animate Dead.
It gives Ulthok more 5th & 6th level spells to choose.
I'd say give the beads to Valene and put the blanket in the bag of holding for the party to use as needed. Whick looks like it could be soon.
Here's the Spell chioces again with the level up additions.
SPELLS MEMORIZED On Road to Citadel SPELLS ALLOWED PER LvL
1st LvL: 4  / 2nd LvL: 4  / 3rd LvL: 4  / 4th LvL: 4 / 5th LvL: 4 / 6th LvL: 1
Level 1: Burning Hands x2 / Magic Missile x4 / Detect Feather Fall / Find Familiar
Level 2: Invisibility / Melf's Acid Arrow x2 / Mirror Image / Summon Swarm / Fog Cloud / Ray of Enfeeblement
Level 3: Fireball x3 / Hold Person / Lighting Bolt x3 / Monster Summoning 1
Level 4: Improved Invisibility / Monster Summoning 2 / Phantasmal Killer / Polymorph Self
Level 5: Cone of Cold / Summon Shadow /Teleport / Wall of Force /
Level 6: Chain Lighting
I didn't change what I sent before, just added for level up.
Posted on 2012-08-03 at 02:09:40.
Edited on 2012-08-03 at 02:55:44 by Odyson
No the Ring and Amulet do not stack as that would make you way too powerful. Think about it, you normally get 6 spells, doubled to 12 spells by the Ring for lvls 1-3. Then you double that for even one day giving you a total of 24 spells each in lvls 1-3. Include 10 spells in lvls 4 & 5 and 6 spells in Lvl 6 for a grand total of 98 Mage spells not including your Druid spells. No way am I allowing that.
As for your extra spells yeah I did forget the kit which is cool because I thought I screwed up.
The enchantment spell has to be a core one.
Now as for Cor memorizing those spells just to cast them right away without even posting that ingame. I wonít allow that as that to me is somehow using player knowledge, though I'm not sure to what intent. Iím glad you posted that in the Q/A rather then the game.
Also a head's up the goblet you speak of is not a goblet but a number of separate glass beads. And speaking of them I would not assign them to anyone as Valene has first dibs if Kriea returns. If not Iíll write Valene out of the game and Iíd hate to see her take any new items with you.
For now put them in the Bag of Holding untill we see if she returns.
Ody as for the spell book mix up that was again my fault as I added it to your online player sheet but not the back-up one and that was the one I copied and posted after adding all upgrades. So though it was there after I posted the back-up sheet it was gone.
Also I went back and rechecked the Amulet to see if I had missed something and found that I had written it down wrong. This is the correct listing.
AMULET OF SPELL POWER: Looks like a plain silver amulet of two hands clasped together. Once placed around oneís neck spells needing spell components to use no longer need them. In addition doubles Range, Duration, and Damage if an attack type spell.
When worn for 30 consecutive days, without removal, thereafter grants the ability once per week to double all spells of each Level up to level 9 if worn by a Mage or Level 7 if worn by a Cleric.
If I made any other mistakes let me know.....
Posted on 2012-08-03 at 04:15:16.
Edited on 2012-08-03 at 04:42:15 by TannTalas
Sirene will then give up the ring and don the Amulet. Can we say that Sirene has been wearing it since Gygax? Or has she not yet put it on?
I'll PM Sirene's spells later today.
Oh and I suggest Maggot should take Sirene's old Ring of Wizardry (it's more powerful than his current one).
Posted on 2012-08-03 at 09:22:02.
Brianna Not Dragon Mistress Karma: 105/32 2282 Posts
If Rayhe can get anything at all I am more interested in permeanent item than consumables
Rayne would like the Amulet too, giving her more healing but would defer to Sirene's better use of it. The blanket us useful but nore as party treasure and I think ut should be kept as that and not for just one persons use though when we break up pphopefully never it could be assign to someone then. The beads again seem more like party item that one individual.
Can you tell what if anything Rayne received from all the other treasure that was slplit up just recently. I apparently donpt have any movey wither stored or carried.
I have him praying for the new spell of magic immunity specifically so he can cast it upon himself naming his other new spell flame strike so he can then cast that spell whenever needed and not get caught in it. If he has to wait until after this battle that is fine. But I thought the lvl calculation was done in town so he should have been able to pick up the extra spells.
Posted on 2012-08-03 at 19:01:22.
Edited on 2012-08-03 at 19:42:06 by Keeper of Dragons
Ok Keeper I looked at your sheet and you had the slots available before gaining these new slots to take the above stated spells. To this date your 4th and 5th lvl spells have pretty much stayed the same, geared towards healing.]
So my next question is what do you plan to use the Flame Strike for??
Posted on 2012-08-03 at 23:55:18.
Edited on 2012-08-03 at 23:56:48 by TannTalas
Keeper has posted the basic attack plan, now how do we want to carry it out? Do we want all archers to target the beholder to take it down first? We have to be careful how close we get, it's magic can reach out pretty far.
Ulthok can use his bow of speed to get off extra shots. So do we go for the child eater or what.
Any preference to who should deploy where?
Weaver and Sirene can cast on the Wolfmen and create a deversion. The meatshields should read up on the Beholder so they understand the the Beholder attack magic.
Just in case people aren't aware, the nastiest thing about Beholders is not their stalks (which are of course nasty) but the central eye that emits an Anti Magic Ray. No magic operates in that area, and all spells cast within the area or passing through cease to function.
What this means is that we have to get up and personal with the thing. I'm planning to go all bear-like with Sirene (or maybe another animal; I'll have to think about it).
So, maybe either Ulthok or Maggot could teleport us right next to the beholder, so that we can surround it and quickly bludgeon it to death?