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Related thread: TRILOGY WAR CHARACTERS
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Odyson
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Ulthok Spells.......

I had posted these back on the 12th.

 

When we talked you said Ulthok would level up so these reflect his additional spells.

SPELLS ALLOWED PER LvL:
 1st LvL: 5 [10] / 2nd LvL: 5 [10] / 3rd LvL: 5 [10] / 4th LvL: 4 / 5th LvL: 4 / 6th LvL: 2

Ulthok's Spells.....

SPELLS MEMORIZED
 1st LvL: Burning Hands x2 / Enlarge / Feather Fall / Magic Missile x3 / Shocking Grasp / Shield/ Change Self

2ndLvL: ESP / Flaming Sphere / Fog Cloud / Invisibility / Levitate x2 / Mirror Image / Ray of Enfeeblement / Web /Darkness 15' Radius  
3rd:LvL: Dispel Magic x2/ Fireball x3/ Flame Arrow / Fly / Lighting Bolt x2 / Vampiric Touch
4th LvL: Charm Monster / Phantasmal Killer / Polymorph Self / Wall of Fire
5th LvL: Hold Monster / Pass Wall / Teleport / Wall of Stone /
6th LvL: Disintegrate / Veil

Also I updated my post a bit but Ulthok accepted the benevolent offer.



Posted on 2019-02-18 at 18:53:28.
Edited on 2019-02-18 at 19:29:03 by Odyson

Odyson
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BTW........

I've been talking with Tann and suggested we add an archive of past character sheets. My thought was that it might help new players create a character quicker by seeing some past builds.

Some folks are great at building characters.

I find it easier to edit a character instead of build one for scratch.

Do you guys think it could be helpful?

It will take a little time to convert the Microsoft Works files.

Wonderblue, if you'd like to see another Mage type character let me know and I'll send you one to look over.

 

 



Posted on 2019-02-18 at 19:50:40.

Nimu
RDI Fixture
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1263 Posts


Updated Spells

ARCANE SPELLS ALLOWED PER LvL
1st LvL: 6 [12] / 2nd LvL: 6 [12] / 3rd LvL: 6 [12] / 4th LvL: 5 [10] / 5th LvL: 5 [10] / 6th LvL: 3 [6]

DIVINE SPELLS ALLOWED PER LvL
1st LvL: 8 [16] / 2nd LvL: 8 [16] / 3rd LvL: 7 [14] / 4th LvL: 4 [8] / 5th LvL: 2 [4] / 6th LvL: 2 [4]

ARCANE SPELLS MEMORIZED
LvL 1: Burning Hands x2 / Charm Person / Color Spray x2 / Detect Magic x 2 / Grease / Magic Missile x2 / Read Magic / Spook         LvL 2: Blindness / Darkness 15' Radius / ESP / Flaming Sphere / Knock / Melf's Acid Arrow / Mirror Image / Ray of Enfeeblement / Shatter / Tasha's Uncontrollable Hideous Laughter / Web / Whispering Wind
LvL 3: Dispel Magic / Fireball x3 / Lightning Bolt x4 / Slow / Suggestion / Tongues / Wizard Sight
LvL 4: Charm Monster / Emotion / Evard's Black Tentacles / Fumble / Polymorph Other / Rainbow Pattern / Shout / Solid Fog / Stoneskin / Wizard Eye
LvL 5: Advanced Illusion / Chaos / Cloud Kill / Cone of Cold / Feeblemind / Hold Monster / Major Creation / Summon Shadow / Teleport / Wall of Stone 
LvL 6: Chain Lightning / Disintegrate / Eyebite / Geas / Repulsion / Veil

DIVINE SPELLS MEMORIZED
LVL 1: Animal Friendship / Bless / Cure Light Wounds x9 / Detect Evil / Detect Poison / Detect Snares and Pits / Entangle / Faerie Fire
LvL 2: Augury / Barkskin / Charm Person or Animal / Detect Charm / Dust Devil / Flame Blade / Heat Metal x3 / Know Alignment / Messenger / Obscurement / Produce Flame x2 / Speak with Animals / Warp Wood
LvL 3 Call Lightning / Continual Light / Cure Moderate Wounds x3 / Locate Object / Meld Into Stone / Plant Growth / Protection From Fire / Pyrotechnics / Spike Growth / Stone Shape / Summon Insects / Water Walk 
LvL 4: Call Woodland Beings / Control Temperature / Cure Serious Wounds / Giant Insect / Hallucinatory Forest / Produce Fire / Reflecting Pool / Sticks to Snakes
LvL 5: Cure Critical Wounds x2 / Insect Plague / Wall of Fire
LvL 6: Conjure Fire Elemental / Heal / Stone Tell / Wall of Thorns 



Posted on 2019-02-18 at 20:31:35.

dragon-soul92
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@Tann

I'm going to use my 'Locate Animals' spell to locate Talon, my hawk. Is that okay?


Posted on 2019-02-19 at 04:17:17.

Odyson
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Ranger Handbook....

Dragon-Soul,

Do you have access to the Ranger Handbook?

It lists the Ranger spells and other items.  I didn't see the your currently available spells are on your character sheet.

Table 56: Ranger Spells

Level   Name                                      Sphere

1          Allergy Field                           Plant

1          Animal Friendship                  Animal

1          Entangle                                  Plant

1          Invisibility to Animals              Animal

1          Locate Animals or Plants        Both

1          Log of Everburning*               Plant

1          Pass Without Trace                 Plant

1          Recover Trail                          Plant

1          Revitalize Animal                    Animal

1          Shillelagh                                Plant

2          Animal Eyes                            Animal

2          Barkskin                                  Plant

2          Charm Person or Mammal     Animal

2          Goodberry                               Plant

2          Locate Follower                      Animal

2          Messenger                               Animal

2          Snake Charm                          Animal

2          Speak With Animals                Animal

2          Trip                                         Plant

2          Warp Wood                             Plant

3          Animal Trick                           Animal

3          Call Animal Follower             Animal

3          Chatterbark                             Plant

3          Hold Animal                            Animal

3          Plant Growth                          Plant

3          Polymorph Plant                     Plant

3          Slow Rot*                                Plant

3          Snare                                       Plant

3          Spike Growth                          Plant

3          Summon Insects                      Animal

3          Tree                                         Plant

4**      Animal Summoning I              Animal

4**      Call Woodland Beings            Animal

4**      Giant Insects                           Animal

4**      Hallucinatory Forest               Plant

4**      Hold Plant                               Plant

4**      Plant Door                              Plant   

4**      Repel Insects                           Animal

4**      Speak With Plants                   Plant

4**      Sticks to Snakes                       Plant

I might guess you do because you took the Pathfinder kit as listed.

I could make one available to you if you need.

 

If you use a spell to find the hawk you will need to take time to replace it.

Currently you only have a few slots available.

SPELLS ALLOWED PER LEVEL (Ranger)
1st: 3 / 2nd: 2 / 3rd: 1

 

So you need to pick your starting 3 level one, 2 level 2 and 1 level 3 spells and list them here in Q&A so Tann can put them on your sheet. Then you can use those when ever you like. But once used it is gone until you rest and pray to regain spells. Daily devotions should be part of you character. If you use that to change spells you need to let Tann know that so he can list them.

 

Ody



Posted on 2019-02-20 at 18:23:49.
Edited on 2019-02-20 at 18:25:02 by Odyson

dragon-soul92
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@Ody

So the spells I choose for Tann to put on my character sheet are the only spells I can use throughout the entire game?


Posted on 2019-02-21 at 18:52:57.

TannTalas
Trilogy Master
RDI Staff
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6328 Posts


No not whole game

Each day you can change them all you need do is, in the case of a Ranger, is after sleeping 8 hours is remember them. If you were a priest you would have to sleep 8 hours then pray for them or a mage is sleep 8 hours then study them from a spellbook. However until you sleep those 8 hours, or with the use of the spell Nap, 4 hours you cannot learn new spells.



Posted on 2019-02-21 at 22:47:40.

dragon-soul92
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Well at the moment, all he needs is Locate Animals.


Posted on 2019-02-22 at 05:19:41.

Odyson
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Spells......

That's true enough he only needs the one for the story now but you'll need to have them all listed. It is a be of a limiter on the character to guess which spells they will need for the day. It forces us to be creative in our spell use.

If you look at Ulthok and Sirene's character page you'll see they have access to a great many spells but are limited to how many they can ready to cast.

Also if you have them listed then we might be able to help suggest something in Q&A when we have an encounter.

In some tabletop games the DM discourges "Table talk", but Tann doesn't push that in here. The Initiative is not known to us so we can't plan consecutive actions of characters. That can balance our table talk. You could end up casting a spell on something someone else has finished off.

But always play your character as you see fit, we will react accordingly in response.

It took me a while to run Ulthok, what I saw in my head didn't always work out in the story.



Posted on 2019-02-23 at 09:07:45.

TannTalas
Trilogy Master
RDI Staff
Karma: 174/117
6328 Posts


Somewhat sick

Ok been sick the past few days to different lvls of sick so I may not get a post up tonight. I barely got my cyberpunk post in. If not I apologize and will have it up as soon as I can. Again my apologies.



Posted on 2019-02-23 at 13:27:47.

dragon-soul92
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Awww! Get well soon, Tann!


Posted on 2019-02-24 at 03:35:27.

dragon-soul92
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What do these do?

What effect do the following spells have:

Shillelagh
Barskin
Goodberry
Trip
Creeping Doom


Posted on 2019-02-24 at 03:48:19.

Odyson
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6112 Posts




Shillelagh



Level: 1   Sphere: Combat, Plant [Alteration]
Range: Touch   Components: V, S, M
Duration: 4 rds. + 1 rd./level   Casting Time: 2
Area of Effect: 1 oak club   Saving Throw: None

This spell enables the caster to change his own oak cudgel or unshod staff into a magical weapon that gains a +1 bonus to its attack roll and inflicts 2d4 points of damage on opponents up to man size, and 1d4+1 points of damage on larger opponents. The spell inflicts no damage to the staff or cudgel. The caster must wield the shillelagh, of course.

The material components of this spell are a shamrock leaf and the caster's holy symbol.

Barkskin



Level: 2   Sphere: Protection, Plant [Alteration]
Range: Touch   Components: V, S, M
Duration: 4 rds. + 1 rd./level   Casting Time: 5
Area of Effect: 1 creature   Saving Throw: None

When a priest casts the barkskin spell upon a creature, its skin becomes as tough as bark, increasing its base Armor Class to AC 6, plus 1 AC for every four levels of the priest: Armor Class 5 at 4th level, Armor Class 4 at 8th, and so on. This spell does not function in combination with normal armor or any magical protection. In addition, saving throw rolls vs. all attack forms except magic gain a +1 bonus. This spell can be placed on the caster or on any other creature he touches.

In addition to his holy symbol, the caster must have a handful of bark from an oak as the material component for the spell.

Goodberry (Reversible)



Level: 2   Sphere: Plant [Alteration, Evocation]
Range: Touch   Components: V, S, M
Duration: 1 day + 1 day/level   Casting Time: 1 rd.
Area of Effect: 2d4 fresh berries   Saving Throw: None

Casting a goodberry spell upon a handful of freshly picked berries makes 2d4 of them magical. The caster (as well as any other caster of the same faith and 3rd or higher level) can immediately discern which berries are affected. A detect magic spell discovers this also. Berries with the magic either enable a hungry creature of approximately man size to eat one and be as well-nourished as if a full normal meal were eaten, or else cure 1 point of physical damage from wounds or other similar causes, subject to a maximum of 8 points of such curing in any 24-hour period.

The reverse of the spell, badberry, causes 2d4 rotten berries to appear wholesome, but each actually delivers 1 point of poison damage (no saving throw) if ingested.

The material component of the spell is the caster's holy symbol passed over the freshly picked, edible berries to be enspelled (blueberries, blackberries, raspberries, currants, gooseberries, etc.).

Trip



Level: 2   Sphere: Plant [Enchantment/Charm]
Range: Touch   Components: V, S
Duration: 1 turn/level   Casting Time: 5
Area of Effect: 1 object up to 10 ft. long   Saving Throw: Neg.

This magic must be cast upon a normal object--a length of vine, a stick, a pole, a rope, or a similar object. The spell causes the object to rise slightly off the ground or floor it is resting on to trip most creatures crossing it, if they fail their saving throws vs. spell. Note that only as many creatures can be tripped as are actually stepping across the enchanted object. Thus, a 3-foot-long piece of rope could trip only one man-sized creature. Creatures moving at a very rapid pace (running) when tripped suffer 1 point of damage and are stunned for 1d4+1 rounds if the surface they fall upon is very hard (if it is turf or other soft material, they are merely stunned for the rest of that round). Very large creatures, such as elephants, are not affected at all by a trip spell. The object continues to trip all creatures passing over it, including the spellcaster, for as long as the spell duration lasts. A creature aware of the object and its potential adds a +4 bonus to its saving throw roll when crossing the object. The enchanted object is 80% undetectable unless a means that detects magical traps is employed or the operation of the spell is observed. This spell does not function under water.

SPELLS ALLOWED PER LEVEL (Ranger)
1st: 3 / 2nd: 2 / 3rd: 1

So you get 3 level 1 spells ,2 level 2 spells and 1 level 3 spell per day.

Currently your character doesn't have access to 7th level spells, but here it is anyway.

Creeping Doom



Level: 7   Sphere: Animal, Summoning [Conjuration/Summoning]
Range: 0   Components: V, S
Duration: 4 rds./level   Casting Time: 1 rd.
Area of Effect: Special   Saving Throw: None

When the caster utters the spell of creeping doom, he calls forth a mass of from 500 to 1,000 ([1d6 + 4] x 100) venomous, biting and stinging arachnids, insects, and myriapods. This carpetlike mass swarms in an area 20 feet square. Upon command from the caster, the swarm creeps forth at 10 feet per round toward any prey within 80 yards, moving in the direction in which the caster commands. The creeping doom slays any creature subject to normal attacks, as each of the small horrors inflicts 1 point of damage (each then dies after its attack), so that up to 1,000 points of damage can be inflicted on creatures within the path of the creeping doom. If the creeping doom travels more than 80 yards away from the summoner, it loses 50 of its number for each 10 yards beyond 80 yards. For example, at 100 yards, its number has shrunk by 100. There are a number of ways to thwart or destroy the creatures forming the swarm. The solutions are left to the imaginations of players and DMs.

Hope this helps....

Ody

============================================================

BTW I just tried to send you an email with the Ranger and Player's Handbooks attached. If it doesn't get to you or the attachment are too large I may be able to give you access to my DropBox so you can download them for game use only. Send me a PM with your email and I'll see if we can work it out. Sometimes I mess up the email as listed here under your avitar name.

 



Posted on 2019-02-24 at 09:45:37.
Edited on 2019-02-24 at 10:03:27 by Odyson

TannTalas
Trilogy Master
RDI Staff
Karma: 174/117
6328 Posts


Next post

Working on a post now and should have it done 2 morrow night latest Weds. Again my apologies.



Posted on 2019-02-26 at 02:23:56.

dragon-soul92
Resident
Karma: 13/1
344 Posts


Character thread

Tann, could you please link the topic that includes the information of our characters in where it says 'related topic' in the Trilogy War RP topic? Does that make sense?

I just thought it would give easier access to the important topic.

Thanks!


Posted on 2019-03-01 at 18:36:30.

   
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