Mythic 6 - Tar-Baphon's final trap and the world left untouched.

Game Master Davachido

Initiative:
Initiative order: Amelia, Dreyyn, Demons, Nethan, Elise, Elves

Current Map


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Female Human (Ulfen) | Status: | Hp 99/99 [117/117] | AC 18, Touch 11 [9], FF 17 | CMD 21 [23] | Fort +12 [+15], Ref +4 [+5], Will +3 [+5] +2 vs enchantment, sleep | Resist Fire 10 | Improved Uncanny Dodge | Per +9 | Init +5 [+7]

@"Preparation" - Eat, rest. The things that are really nice but hard to do while saving the world =) Maybe chat up the locals a little bit.


AC 13(17). F+2 R+5 W+5. Per +5 Init +9. HP 44/44 MP 2/9 Pre 3/5 WCM 5/6 AR 3/9 BoH 1/1 1st 3/6 2nd 4/6 3rd 3/4

Swap spells with Nethan. I'm happy to just dock for the birds. I am tempted to duck out, knock over a siphon and come back.


Female Human (Ulfen) | Status: | Hp 99/99 [117/117] | AC 18, Touch 11 [9], FF 17 | CMD 21 [23] | Fort +12 [+15], Ref +4 [+5], Will +3 [+5] +2 vs enchantment, sleep | Resist Fire 10 | Improved Uncanny Dodge | Per +9 | Init +5 [+7]

@Al - we are buying owls. We can't duck out, we have to owl out ... :P


AC 13(17). F+2 R+5 W+5. Per +5 Init +9. HP 44/44 MP 2/9 Pre 3/5 WCM 5/6 AR 3/9 BoH 1/1 1st 3/6 2nd 4/6 3rd 3/4

LOL! Disguise Other: Owl to Duck?
Eagles would help be more Gandalf-y


current map HP 48/60 | AC 21, Touch 15, FF 18 | Fort +8, Ref +8, Will +3 | Per +9 | Init +4 Slayer 6 / Mythic Champion Tier 2

Dreyyn doesn't have a lot of money but can contribute to some owls. he has 41gp.


Human Male Adult Incanter Archmage, L6/T4, HP:62/62, AC:24/T:24/FF:19, F:+4/R:+7/W:+6, Am.Init:+11, Prcptn:+11, CMB:+3, CMD:18, Speed:30', MPPs:10/11, LPPs:2/2, SPs:10/11, CMPs(BLK):6/6, Wand:35
SKILLS:
Acro:+10, Know(All,Exc:Martial)/(PL/Psi/Arc):+10/+12, SpellCraft:+18, Stealth:+10

I'll be posting Sunday, busy yesterday and today for Halloween.

We have extra party gold or we can take out the nearest Siphon for another 7500 gps.


Female Human (Ulfen) | Status: | Hp 99/99 [117/117] | AC 18, Touch 11 [9], FF 17 | CMD 21 [23] | Fort +12 [+15], Ref +4 [+5], Will +3 [+5] +2 vs enchantment, sleep | Resist Fire 10 | Improved Uncanny Dodge | Per +9 | Init +5 [+7]

The easiest way I think would be to ask for the gold/birds as a part of our current reward.


Inactive

Amelia apparently has 638gp (I don't exactly remember how that happened). And we have some sort of bounty for defeating the spirit?


AC 13(17). F+2 R+5 W+5. Per +5 Init +9. HP 44/44 MP 2/9 Pre 3/5 WCM 5/6 AR 3/9 BoH 1/1 1st 3/6 2nd 4/6 3rd 3/4

Yeah, I agree with Elise. Ask for it as part of the reward.


Inactive

Makes sense to me.


Sorry for the delay, sister's bday and emergency interview thing at Kobe so been doing that. Should hopefully post at the airport when I return through Dubai.


AC 13(17). F+2 R+5 W+5. Per +5 Init +9. HP 44/44 MP 2/9 Pre 3/5 WCM 5/6 AR 3/9 BoH 1/1 1st 3/6 2nd 4/6 3rd 3/4

Emergency interview? Postdoc? Good luck!


Female Human (Ulfen) | Status: | Hp 99/99 [117/117] | AC 18, Touch 11 [9], FF 17 | CMD 21 [23] | Fort +12 [+15], Ref +4 [+5], Will +3 [+5] +2 vs enchantment, sleep | Resist Fire 10 | Improved Uncanny Dodge | Per +9 | Init +5 [+7]

Don't stress - we'll be here once you get home.

I hope it all went well : )


Human Male Adult Incanter Archmage, L6/T4, HP:62/62, AC:24/T:24/FF:19, F:+4/R:+7/W:+6, Am.Init:+11, Prcptn:+11, CMB:+3, CMD:18, Speed:30', MPPs:10/11, LPPs:2/2, SPs:10/11, CMPs(BLK):6/6, Wand:35
SKILLS:
Acro:+10, Know(All,Exc:Martial)/(PL/Psi/Arc):+10/+12, SpellCraft:+18, Stealth:+10

Likewise.


Human Male Adult Incanter Archmage, L6/T4, HP:62/62, AC:24/T:24/FF:19, F:+4/R:+7/W:+6, Am.Init:+11, Prcptn:+11, CMB:+3, CMD:18, Speed:30', MPPs:10/11, LPPs:2/2, SPs:10/11, CMPs(BLK):6/6, Wand:35
SKILLS:
Acro:+10, Know(All,Exc:Martial)/(PL/Psi/Arc):+10/+12, SpellCraft:+18, Stealth:+10

Did anyone actually spend the remaining 5,000 gps or were we just planning?

Elise
Amelia
Dreyyn
Al
Nethan
Spook
Atenzukie
Missing anyone?

If I remember correctly, no one purchased anything so 2800 (400 x 7) out of the remaining 5000, can be used for Battle Owls for the above list. Then use the remaining 3800 (3200 + 600 from before) for whatever you guys want or need.

Ameilia, was that 600 gps from thieves because that is where we acquired 600 gps?


AC 13(17). F+2 R+5 W+5. Per +5 Init +9. HP 44/44 MP 2/9 Pre 3/5 WCM 5/6 AR 3/9 BoH 1/1 1st 3/6 2nd 4/6 3rd 3/4

Just planning from my end. Sounds like a plan.
Long term Al would like a rod or two.

If our esteemed GM Radiance is worried about that, I can stop scaling up the 'ball.


AC 13(17). F+2 R+5 W+5. Per +5 Init +9. HP 44/44 MP 2/9 Pre 3/5 WCM 5/6 AR 3/9 BoH 1/1 1st 3/6 2nd 4/6 3rd 3/4

Checking - Nethys ascended from Ancient Osirion?


Human Male Adult Incanter Archmage, L6/T4, HP:62/62, AC:24/T:24/FF:19, F:+4/R:+7/W:+6, Am.Init:+11, Prcptn:+11, CMB:+3, CMD:18, Speed:30', MPPs:10/11, LPPs:2/2, SPs:10/11, CMPs(BLK):6/6, Wand:35
SKILLS:
Acro:+10, Know(All,Exc:Martial)/(PL/Psi/Arc):+10/+12, SpellCraft:+18, Stealth:+10

It's implied but I have not seen anything that states him to be outright.


Female Human (Ulfen) | Status: | Hp 99/99 [117/117] | AC 18, Touch 11 [9], FF 17 | CMD 21 [23] | Fort +12 [+15], Ref +4 [+5], Will +3 [+5] +2 vs enchantment, sleep | Resist Fire 10 | Improved Uncanny Dodge | Per +9 | Init +5 [+7]

@Reward gold - there was some talk about protective amulets earlier, but I think the owls are more immidiately useful. At the very least we could perhaps nab 1 or 2 amulets to try on and then spend the rest on the birds =)?

@Storytime - I liked it. Note: Elise response is a bit coloured by the harsh conditions she grew up in.


Yea the amulets or vests to protect against negative energy. I had written a few plans for those before I left so I'll find them once I get back to London. Currently at stopover in Dubai.

The interview wasn't a proper one but I was poking around at some of the pr people for a company I will be applying for once I get my viva date. They asked if I'd like to see the place so I booked a bullet train down. Was quite fun, anyway updating soon.

Edit: huh interesting convo going. I'll put a post for another meeting with sarangeral in spoilers feel free to continue when you have exhausted the current scene


Human Male Adult Incanter Archmage, L6/T4, HP:62/62, AC:24/T:24/FF:19, F:+4/R:+7/W:+6, Am.Init:+11, Prcptn:+11, CMB:+3, CMD:18, Speed:30', MPPs:10/11, LPPs:2/2, SPs:10/11, CMPs(BLK):6/6, Wand:35
SKILLS:
Acro:+10, Know(All,Exc:Martial)/(PL/Psi/Arc):+10/+12, SpellCraft:+18, Stealth:+10

Just for Master Jedi Al;

There is no emotion, there is peace.
There is no ignorance, there is knowledge.
There is no passion, there is serenity.
There is no chaos, there is harmony.
There is no death, there is Ars Magica.

or maybe Sensei Al Morgan Jones? OSU!

:-)


Female Human (Ulfen) | Status: | Hp 99/99 [117/117] | AC 18, Touch 11 [9], FF 17 | CMD 21 [23] | Fort +12 [+15], Ref +4 [+5], Will +3 [+5] +2 vs enchantment, sleep | Resist Fire 10 | Improved Uncanny Dodge | Per +9 | Init +5 [+7]

Going to be interesting to see about that colour magic. Could be real fun : )


Human Male Adult Incanter Archmage, L6/T4, HP:62/62, AC:24/T:24/FF:19, F:+4/R:+7/W:+6, Am.Init:+11, Prcptn:+11, CMB:+3, CMD:18, Speed:30', MPPs:10/11, LPPs:2/2, SPs:10/11, CMPs(BLK):6/6, Wand:35
SKILLS:
Acro:+10, Know(All,Exc:Martial)/(PL/Psi/Arc):+10/+12, SpellCraft:+18, Stealth:+10

Al = Morgan on The Walking Dead TV Series

Nethan = Rick on The Walking Dead TV Series ... lol


AC 13(17). F+2 R+5 W+5. Per +5 Init +9. HP 44/44 MP 2/9 Pre 3/5 WCM 5/6 AR 3/9 BoH 1/1 1st 3/6 2nd 4/6 3rd 3/4

Sorry Elise, in two games with the avatar you use. Reached for a name late least night and came up wrong :(


Female Human (Ulfen) | Status: | Hp 99/99 [117/117] | AC 18, Touch 11 [9], FF 17 | CMD 21 [23] | Fort +12 [+15], Ref +4 [+5], Will +3 [+5] +2 vs enchantment, sleep | Resist Fire 10 | Improved Uncanny Dodge | Per +9 | Init +5 [+7]

Oh, no worries. I mean, I usually just use the first two letters of Al's name (<- See?) so ... :P


AC 13(17). F+2 R+5 W+5. Per +5 Init +9. HP 44/44 MP 2/9 Pre 3/5 WCM 5/6 AR 3/9 BoH 1/1 1st 3/6 2nd 4/6 3rd 3/4

@Nethan: Ha!

Al's not exactly a jedi, but the Brightness is a religious concept around harmony.


Female Human (Ulfen) | Status: | Hp 99/99 [117/117] | AC 18, Touch 11 [9], FF 17 | CMD 21 [23] | Fort +12 [+15], Ref +4 [+5], Will +3 [+5] +2 vs enchantment, sleep | Resist Fire 10 | Improved Uncanny Dodge | Per +9 | Init +5 [+7]

But I was sorta hoping for a deeper reason, like Al looking back to all the times he argued this point with silly humans. We can pretend that was the reason the whole time if you want ^^


AC 13(17). F+2 R+5 W+5. Per +5 Init +9. HP 44/44 MP 2/9 Pre 3/5 WCM 5/6 AR 3/9 BoH 1/1 1st 3/6 2nd 4/6 3rd 3/4

@Elise: That would be good :)


2 people marked this as a favorite.

Get back from travelling, then proceed to sleep for 15 hours. Very productive of me. Anyway here is the colour magic, these have been sort of playtested but only with one group so of course there could still be a few errors in the spells or things that are unclear. Feel free to ask about them.

Basic colour magic
Each school of colour magic comes with 2 at will spells with a way to enhance each of them with spell points. You start off with ½ your level of spell points each day and recover them after 6 hours of rest as part of natural recovery. When choosing a school you choose a primary stat which can be any of your stats. Spell DCs for any of the spells are 10 + ½ level + Primary stat modifier. All spells follow regular spell rules (provoke attacks, standard action etc) unless otherwise stated. Any ranges of spells are based upon your character level instead of caster level.

Red
Leaf barrier: Summon a swirling set of leaves around you that deal 1d3 damage to any enemy that starts its turn adjacent to you. This lasts for a number of rounds equal to your character level. If you spend a spell point you may summon the leaves as a swift action and they deal 1d6 damage instead.

Roots beneath the earth: Choose an enemy within close range and make a ranged touch attack. If you succeed they are entangled for 1d3 rounds. If you spend a spell point they are entangled for 3 rounds and take 3 points of force damage at the end of each of your turns.

Blue
Vortex: Summon a vortex of water that is within 10ft of a source of water. This vortex is 5ft at its base and is 10ft high. It expands in width from the centre by +5 per 5 levels at the top of its height. Any creature that is within the vortex must make a reflex save vs your spell DC or be unable to move. If a creature enters the vortex or is at the centre of the vortex at the start of their turn they also take 1d8 + ½ your level bludgeoning damage (no save). This vortex lasts for rounds equal to your level. You may spend a spell point to summon the vortex with no water present and any creatures that are smaller than the size of the vortex are pulled to the centre of the vortex unless they pass a reflex save vs your spell DC.

Water lance: You summon a water lance and throw it at any enemy within close range. Make a ranged touch attack, if you succeed the targeted takes 1d6 + 1d6 per 2 levels past 1st. If you spend a spell point you may freeze the target as well, making them flat footed for 1d4 rounds.

Yellow
Glide: You move your move speed in a straight line ignoring all difficult terrain during this movement. If you spend a spell point you move do this as a swift action and gain +2 to either your attack or AC for one round.

Protection of Sand: Summon a floating shield from a pile of sand that takes up at least 5ft square within close range. This shield grants a shield bonus equal to ½ your level for a number of rounds equal to your level. You do not need to be proficient with shields nor are you wielding it. If you spend a spell point you do not require sand to summon the shield and any you may disperse the shield early as an immediate action to double the bonus it grants to your AC until the end of the round.

Black
Blind spot: You summon the shadows of a creature to blind the creature to your presence. Make a ranged touch attack against a creature within close range. If you succeed you gain concealment against that creature for rounds equal to half your level. You may spend a spell point when making a single melee or ranged attack to change that attack into a touch attack while also gaining the benefits of the spell if you hit.

Shadow siphon: You draw upon the shadows to protect you. While at least partially in shadow or darkness you count as being in cover until you leave the shadow. If you spend a spell point you use your own shadow as cover and gain fast healing 1, this lasts for rounds equal to your level.

White
Stone spike: You stamp the ground to summon a 5ft cube spike within close range. If a creature is on the ground at the place you summon this spike they must make a reflex save vs your spell DC or take 1d6 damage per 3 levels. The ground where you summon this spike is difficult terrain for 1d3 rounds. If you spend a spell point you expand the area by an additional 5ft per 3 levels.

Heart of stone: You gain temporary hit points equal to your level. This lasts for a number rounds equal to your level. You may only cast this spell if you are immediately threatened by danger. If you spend a spell point you may activate this as an immediate action and double the hit points gained.

Purple
Crystalline burst: Choose a 5ft square within close range. All creatures adjacent to that square must make a fort save vs your save DC or take 1d3 damage per 2 levels. If you target the square you are in this spell does not provoke attacks of opportunity. If you spend a spell point the damage dealt is increased to 1d3 per level and you may ignore all allies in range.

Aegis: You may touch a creature to add them to a network of Aegis, you may have up to your level worth of creatures in your aegis. This aegis lasts for 1 hour per level. You may target enemies with this spell as a melee touch attack. When any creature in your Aegis is hit you may transfer up to your level worth of the damage to someone else in the Aegis. You may spend a spell point to transfer up to half of the damage to someone else in your aegis.

Green
Venomous dart: Choose one enemy within close range, they must make a fort save vs your spell DC. If they fail they take a -2 penalty to attack, AC or one save for 1d3 rounds. If you spend a spell point this lasts for 3 rounds and they take two different penalties.

Call of the swarm: You begin to use your vocal cords to sing a song only your allies can hear within their inner ears. As long as you concentrate all allies within 60ft who would normally hear you gain +2 to all weapon damage rolls, this increases by +1 every 5 levels. If you spend a spell point you do not need to concentrate but it lasts for rounds equal to your level.

-----

Here is my suggestion for a custom item vs negative energy. Feel free to say if it is too powerful/not quite powerful enough.

Amulet of collective negativity
Effect: While wearing this amulet you may count as undead for the effects of negative energy or energy drain up to X times per day as an immediate action. Where X is 1 + half the number of wielders of the amulets who rested within 100ft of each other for at least 6 hours. The pool of charges is shared amongst the wielders.

The crafters are willing to give you two to start with and any extra gained at 300gp per amulet.


Female Human (Ulfen) | Status: | Hp 99/99 [117/117] | AC 18, Touch 11 [9], FF 17 | CMD 21 [23] | Fort +12 [+15], Ref +4 [+5], Will +3 [+5] +2 vs enchantment, sleep | Resist Fire 10 | Improved Uncanny Dodge | Per +9 | Init +5 [+7]

Oooh shiny : )


Female Human (Ulfen) | Status: | Hp 99/99 [117/117] | AC 18, Touch 11 [9], FF 17 | CMD 21 [23] | Fort +12 [+15], Ref +4 [+5], Will +3 [+5] +2 vs enchantment, sleep | Resist Fire 10 | Improved Uncanny Dodge | Per +9 | Init +5 [+7]

@Colours - Purple seems useful, would let Elise share her nice hp pool around a bit.

White also seems cool for the opposite reason - stacking even more hp ontop of an already big pool. And the stomp-spell feels really nice : )

Lastly I wouldn't mind simply heading for red. It matches her colour and compliments her otherwise rather firey/destructive nature (and I could rename her to Alex the Lifebinder if I wanted :P). The leaf-shield is actually sorta nifty.


AC 13(17). F+2 R+5 W+5. Per +5 Init +9. HP 44/44 MP 2/9 Pre 3/5 WCM 5/6 AR 3/9 BoH 1/1 1st 3/6 2nd 4/6 3rd 3/4

I'm afraid I'm going away in 20 hours, and will be away for three days. Please bot me if needed as I do not think I will have internet.


AC 13(17). F+2 R+5 W+5. Per +5 Init +9. HP 44/44 MP 2/9 Pre 3/5 WCM 5/6 AR 3/9 BoH 1/1 1st 3/6 2nd 4/6 3rd 3/4

Wow - that's a fantastic amulet. Might be a smidge cheap...


Hmm well, 300gp gives you only half a charge for the day. Most undead negative energy attacks are fairly repeatable so I guess it's useful but I'm unsure as how much so since on average it'll have 3 charges per day amongst 5 people? What do you think makes it too powerful?

Since Al will be away I'm guessing that scene in the bathhouse will die down now. Feel free to open the spoiler and choose a colour.


M Humanborn

Seems to me it would be 3 charges each. Not a bad price given the ability to spam negative energy effects. Would it work versus [death] effects?


Female Human (Ulfen) | Status: | Hp 99/99 [117/117] | AC 18, Touch 11 [9], FF 17 | CMD 21 [23] | Fort +12 [+15], Ref +4 [+5], Will +3 [+5] +2 vs enchantment, sleep | Resist Fire 10 | Improved Uncanny Dodge | Per +9 | Init +5 [+7]

'the pool is shared among the wielders' - so four amulets is 3 charges to share : )

In my opinion it is still quite nice. I mean, it isn't very useful against Channel Energy since that is typically an AoE. But that isn't the most dangerous type since it is 'mere' hp damage. There is enough charges for the squishiest to tank an extra hit or two and that is really what matters the most against AoE anyway.

And 3 uses is plenty against stuff like real Energy Drain unless we are swarmed in Wraiths or something (at least enough to prevent an immediate loss of performance). With the caveat that we know when to activate it of course, otherwise it might lead to a lot of wasted uses on things like ghoul poisons or something :P

So. Basically I feel that it is sorta good against mere channelled energy and very good against energy drain - but on the other hand, there isn't much else we can do to combat energy drain in general.


Female Human (Ulfen) | Status: | Hp 99/99 [117/117] | AC 18, Touch 11 [9], FF 17 | CMD 21 [23] | Fort +12 [+15], Ref +4 [+5], Will +3 [+5] +2 vs enchantment, sleep | Resist Fire 10 | Improved Uncanny Dodge | Per +9 | Init +5 [+7]

I've looked at the colours and picked some favourites, but I thought I'd give everyone the chance to look at them before stating something definitive : )


I'll just post the spoiler in full to continue the story as I think people have missed it. Not sure.

@Dreyyn: Yes they should, I should probably put that one in too. I'm expecting the 3 charges per day mostly to be used on energy drain and save die/suck things that undead always come with. Probably will be used on energy damage if you are really getting low from things like Channel energy.

In the meantime, the encounters for each of the places you wish to go are ready. So when colours have been chosen and any questions pertaining to them have been sorted we can move onto that.

I have put some team based 'encounters' for the games the following day so no-one gets sidelined if you choose to participate. Is there any kind of thing people would like to see just for the sake of 'ooh always wanted to try that' kind of way?


Inactive

I'm not really sure what color makes sense for Amelia. I kind of want to do Blue or Purple to match with Desna's colors. I also sort of like the idea of Green, where the swarm would be a butterfly swarm.


current map HP 48/60 | AC 21, Touch 15, FF 18 | Fort +8, Ref +8, Will +3 | Per +9 | Init +4 Slayer 6 / Mythic Champion Tier 2

i think yellow goes the most with Dreyyn's general theme


AC 13(17). F+2 R+5 W+5. Per +5 Init +9. HP 44/44 MP 2/9 Pre 3/5 WCM 5/6 AR 3/9 BoH 1/1 1st 3/6 2nd 4/6 3rd 3/4

Seems like white matches the new Al pretty well.


So far:

Elise: Purple, red or white
Dreyyn: Yellow
Al: White
Amelia: blue, purple or green
Nethan: ?

I'll post the beginning of the contest day tomorrow morning.


Human Male Adult Incanter Archmage, L6/T4, HP:62/62, AC:24/T:24/FF:19, F:+4/R:+7/W:+6, Am.Init:+11, Prcptn:+11, CMB:+3, CMD:18, Speed:30', MPPs:10/11, LPPs:2/2, SPs:10/11, CMPs(BLK):6/6, Wand:35
SKILLS:
Acro:+10, Know(All,Exc:Martial)/(PL/Psi/Arc):+10/+12, SpellCraft:+18, Stealth:+10

Nethan sees Al pick white, so he will pick black.

Nethys:

Symbol: Two-toned mask
Sacred Animal: Zebra
Sacred Colors: Black, white

See the connection ... :-)


Female Human (Ulfen) | Status: | Hp 99/99 [117/117] | AC 18, Touch 11 [9], FF 17 | CMD 21 [23] | Fort +12 [+15], Ref +4 [+5], Will +3 [+5] +2 vs enchantment, sleep | Resist Fire 10 | Improved Uncanny Dodge | Per +9 | Init +5 [+7]

I think I'll go with red. It is Elise colour after all, and the one she actually brought. Besides, the life/growth/nature flavour is growing on me and might be an interesting direction : )


Inactive

I'll go purple. Seems like the Aegis is all sorts of trickery.

-Posted with Wayfinder


AC 13(17). F+2 R+5 W+5. Per +5 Init +9. HP 44/44 MP 2/9 Pre 3/5 WCM 5/6 AR 3/9 BoH 1/1 1st 3/6 2nd 4/6 3rd 3/4

@Nethan: It's not just about the copying, the Book itself is magical if you study from it. Check out preconstructed spellbooks.


So if Nethan prepares at least 3 spells from book of harm he gains the Harmful Surge buff, correct?


AC 13(17). F+2 R+5 W+5. Per +5 Init +9. HP 44/44 MP 2/9 Pre 3/5 WCM 5/6 AR 3/9 BoH 1/1 1st 3/6 2nd 4/6 3rd 3/4

Yep.


Human Male Adult Incanter Archmage, L6/T4, HP:62/62, AC:24/T:24/FF:19, F:+4/R:+7/W:+6, Am.Init:+11, Prcptn:+11, CMB:+3, CMD:18, Speed:30', MPPs:10/11, LPPs:2/2, SPs:10/11, CMPs(BLK):6/6, Wand:35
SKILLS:
Acro:+10, Know(All,Exc:Martial)/(PL/Psi/Arc):+10/+12, SpellCraft:+18, Stealth:+10

So I can either copy the spells without the buff or prepare from it for the buff?

Sorry about being a little slow lately.


Well copying spells from the book likely has the same effect as copying spells normally into your book. It's if you prepare at least 3 of those spells for the day that are in the book (using the ritual I presume) you'd get the buff.

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