| Brother Grergof Varsk |
He's just a lovesick overprotective guy who's overwhelmed by the events around him.
He and Jominda would actually make a good pair (if they ever got together) as they could mellow out each other's rough patches
| Brother Grergof Varsk |
I'm off to a museum with the kids for the day. I will have very limited wifi/cell reception. So feel free to bot Grergof as needed.
| Stam Truthfinder |
These are the spells I want before destroying the book:
Comprehend languages
Dispel magic
False life
Gust of wind
Illusory script
Levitate
Summon monster IV
How long would it take to scribe them, or can I take those pages out now and destroy the rest in front of the ghost?
| Foxy Quickpaw |
The copying of the spells takes one hour each, and uses a spellcraft check DC 15+ spell level. Also copying costs you quite some gold.
If the check fails, the wizard cannot understand or copy the spell. He cannot attempt to learn or copy that spell again until one week has passed. If the spell was from a scroll, a failed Spellcraft check does not cause the spell to vanish.
In most cases, wizards charge a fee for the privilege of copying spells from their spellbooks. This fee is usually equal to half the cost to write the spell into a spellbook (see Writing a New Spell into a Spellbook). Rare and unique spells might cost significantly more.
Independent Research: A wizard can also research a spell independently, duplicating an existing spell or creating an entirely new one. The cost to research a new spell, and the time required, are left up to GM discretion, but it should probably take at least 1 week and cost at least 1,000 gp per level of the spell to be researched. This should also require a number of Spellcraft and Knowledge (arcana) checks.
Writing a New Spell into a Spellbook
Once a wizard understands a new spell, he can record it into his spellbook.
Time: The process takes 1 hour per spell level. Cantrips (0 levels spells) take 30 minutes to record.
Space in the Spellbook: A spell takes up one page of the spellbook per spell level. Even a 0-level spell (cantrip) takes one page. A spellbook has 100 pages.
Materials and Costs: The cost for writing a new spell into a spellbook depends on the level of the spell, as noted on the following table. Note that a wizard does not have to pay these costs in time or gold for spells he gains for free at each new level.
Spell Level Writing Cost
0 5 gp
1 10 gp
2 40 gp
3 90 gp
4 160 gp
5 250 gp
6 360 gp
7 490 gp
8 640 gp
9 810 gp
| Stam Truthfinder |
Ok so to the rest of the group, I there are spells in the book that would be useful for me to have, quite a few actually. I can copy them over the course of the night/next day and then we can attempt to "remove the spells" form the book to weaken him.
| Brother Grergof Varsk |
My main concern is waking the ghost. If you explain this to us, we might be willing to hold off the final fight for a bit. Work all night while we sleep and we might be able to go tomorrow. After all you have a full load of spells right
| Foxy Quickpaw |
Well, I thought I gave a good idea of what to do but obviously it's still just beating round the bush. And with magic items you don't get to guess but know how to use them and Spellcraft 28 is fairly high so:
In
addition, by ripping pages that contain spells out of the
book while within 30 feet of the Splatter Man’s ghost,
the book’s carrier can actually damage the ghost. It’s a
standard action to rip pages from the book—the carrier
must pick which pages (and thus which spells) he wishes
to destroy. Each time he does so, the Splatter Man’s ghost
takes 1d6 points of damage + 1 additional point per spell
destroyed. Ripping all of the pages out at once is possible
for a larger overall damage bonus on that action, but
ripping spells out one at a time will do more damage to
the Splatter Man in the long run.
In addition I'd like to mention that a spell takes up one page per level and that the spell is destroyed once the first page is missing. So you can simply think about what spells you don't need and rip those out first.
| Brother Grergof Varsk |
Actually it's a pretty cool mechanical way to make a wizards spell book work...
Although I was hopping that if someone ripped out a spell the spirit could no longer cast it. Nice to get rid of magic missle from his known spells
@Stam, so it looks like you can copy the couple spells you have the cash for tonight and mark the spells you copied or don't care about. Then we can go tomorrow with a few spells marked for destruction.
| Darius Redgrave |
Yup you can wrap the day up. Darius will take the book and put it under lock and key in his room for safe keeping.
| Brother Grergof Varsk |
Wrap it up.
| Darius Redgrave |
Crap I woulda offered Jominda my room and I would have taken the couch but only checked in now. Busy morning over here.
| Foxy Quickpaw |
What Ned is I'm well aware. But you should consider taking that familiar exploit. Then you would be able not only to talk to your friend but also get a response ;)
But I didn't mean out of Ravengro. Let's say you're on a journey through the Shudderwood. And suddenly you find yourself chasing some creatures that flee into a tower ruin. If you bind it to a tree outside or take him with you inside. It's both no good option for an Ox.
Therefore I offer as an option for your Arcanist (You can think about it for a while since it takes a while to level 5):
Ox Familiar. Fort +2.
He can keep his size and CMD but his offence would need to be adjusted if you want him to take part in fights.
But the interesting part (free add on for the familiar):
A tattooed sorcerer gains a familiar as an arcane bond, as a wizard equal to her sorcerer level. Her sorcerer levels stack with any wizard or witch levels she possesses when determining the powers of her familiar—this ability does not allow her to have both a familiar and a bonded item.
Unlike most familiars, her familiar can transform itself into a tattoo that she carries in her flesh. Transforming into a tattoo or back to normal familiar form is a move action for her familiar. In tattoo form, the familiar looks like a stylized version of itself, but does not count as a creature separate from the tattooed sorcerer. In tattoo form it continues to grant its special familiar ability, but otherwise has no abilities and can take no actions except to transform from tattoo into creature. A familiar tattoo cannot be erased or dispelled.
| Darius Redgrave |
Could make for fun story ideas though.
Looking for a place to put his ox at the wizard convention he stumbles on some creepy blood magic happening in the shadows.
or while he's there a wizard gets his mind placed in the ox and it runs rampant through the auditoriam. :)
| Darius Redgrave |
Ah damn I thought Shield of Faith and Protection from Evil stacked but just checked and they don't. So can we retcon Shield of Faith?
| Darius Redgrave |
Happy New Year everyone!!
Also, if I'm not mistaken, my Protection from evil might allow you another will save Spugs. I'm not 100% sure but the text reads:
Second, the subject immediately receives another saving throw (if one was allowed to begin with) against any spells or effects that possess or exercise mental control over the creature (including enchantment [charm] effects and enchantment [compulsion] effects, such as charm person, command, and dominate person. This saving throw is made with a +2 morale bonus, using the same DC as the original effect. If successful, such effects are suppressed for the duration of this spell. The effects resume when the duration of this spell expires. While under the effects of this spell, the target is immune to any new attempts to possess or exercise mental control over the target. This spell does not expel a controlling life force (such as a ghost or spellcaster using magic jar), but it does prevent them from controlling the target. This second effect only functions against spells and effects created by evil creatures or objects, subject to GM discretion.
| Brother Grergof Varsk |
If we are being picky:
From the summon monster spell:
When you use a summoning spell to summon a creature with an alignment or elemental subtype, it is a spell of that type. Creatures on Table: Summon Monster marked with an "*" are summoned with the celestial template, if you are good, and the fiendish template, if you are evil. If you are neutral, you may choose which template to apply to the creature. Creatures marked with an "*" always have an alignment that matches yours, regardless of their usual alignment. Summoning these creatures makes the summoning spell's type match your alignment.
As I assume that the ghost is Evil, that means that the fire rats are Fiendish Dire Rats AND that the third part of Protection From Evil Kicks in:
Third, the spell prevents bodily contact by evil summoned creatures. This causes the natural weapon attacks of such creatures to fail and the creatures to recoil if such attacks require touching the warded creature. Summoned creatures that are not evil are immune to this effect. The protection against contact by summoned creatures ends if the warded creature makes an attack against or tries to force the barrier against the blocked creature. Spell Resistance can allow a creature to overcome this protection and touch the warded creature.
And if they pass that the first part kicks in:
First, the subject gains a +2 deflection bonus to AC and a +2 resistance bonus on saves. Both these bonuses apply against attacks made or effects created by evil creatures.
So we should be rather hard to hit for all the summoned creatures. ;)
Oh and sorry about the slow post yesterday, hosting our New Years party took far more of my time then expected.