
Urzok |

Yeah, I know rage takes an action, as do the "rage powers" I looked at, but I think just about everything does this edition :P
An action for knowledge seems less useful on Urzok than an action to be better at fighting. I can be trained in any skill, so I'll see what the other skills are looking like. Nature is wisdom based and has the animal command aspect to it. Based on my stats, I don't think there is a better skill to take!

Shakur Hektat |

It just caught me off guard when I built my first barbarian, so I wanted to make sure you caught that.
As for Jevar, having Medicine wouldn't be the worst of ideas. Your Wisdom isn't garbage, so if we need to treat a bit faster we can. Just remember that your attempts at Medicine prevent my attempts at Medicine, so I'd advise you let Shakur try to Treat Wounds first. Especially since his immunity to treating now lasts only as long as it takes him to treat the person.

Shakur Hektat |

My new skill feat from 4th level makes it so somebody is only immune to my treat wounds for 10 minutes. It specifies in treat wounds that the immunity time overlaps with the time treating, so somebody can treat wounds immediately after Shakur finishes, but we can still only have one person treating someone's wounds at a time.
Sorry, I worded that terribly.

GM Xavier Kahlvet |

"Especially since his immunity to treating now lasts only as long as it takes him to treat the person." -Shakur
What?
Continual Recover skill feat. And because of the wording of Treat Wounds being that the 10 minutes to Treat overlaps with the 1 hour of temporary immunity, by the RAW reducing that temporary immunity to 10 minutes means that Shakur can Treat someone for 10 minutes, then immediately Treat that same patient (because the temporary immunity was occurring during the 10 minutes Treating Wounds). That, in my opinion, is awkward wording (especially compared to just saying that the patient is no longer temporarily immune), so I’ll have to think on how to run that one.
EDIT: Ninja'd by 20 minutes because I was writing a transferring example.Just fyi, with rage on his option list now, Urzok will be looking for a weapon without agile. Agile weapons apparently only get half the damage bonus. I sort of get why, sort of don't, but it is what it is. My time with Red Destiny is limited </3
You say after immediately pining for a war razor (another agile weapon).
That said, you CAN transfer the runes from one weapon to another, it just takes time and some money. (There’s a hot debate on the forums about whether you can spend more days to reduce the cost of raw materials further, but for simplicity’s sake I’m going to rule that that isn’t the case since it’s already a hilariously low cost [10% of the base rune’s Cost]).
He would need to do this again to transfer the striking rune (a level 4 rune) since that is explicitly a different rune, instead attempting a DC 19 Crafting check and spending 6.5 gp of raw materials. Jevar wouldn’t have been able to do this when the amnesiacs first found Red Destiny, because in order to transfer a rune, your level must be equal to or greater than the level of the rune you’re attempting to transfer (and you all only just hit level 4, which is the level of a striking rune).
This is why I specified that The Jagged Blade doesn’t have runes, because then you guys can’t transfer the “runes” from it. It’s also why I’ve been putting the runes and the weapons in separate spots in the inventory sheet rather than just saying “+1 striking shortsword.”

Urzok |

Urzok wants the war razor because it sounds metal ;) Gummy Bear will whine, but Urzok will be jazzed to upgrade from the frilly shortsword he's been using! It's a good weapon, but the weapon's adornment doesn't really fit his style. He's more of a "spikes and blood" kind of person, not really an "intricate inlays in the handle" one.
Re: transfering runes - That's... really cool! I like that WAY better than 1e. Powerful item that fits nobody's build? Sold for half it is! Now we can put the good stuff onto a weapon that fits! :D
If we get some downtime, Urzok will approach Jevar about it.

Urzok |

Looking at our weapons, who all will be using one? Urzok would like to keep the handwraps for when he gets disarmed/bar fights, Jagged Blade (seems extra special and he wants to introduce it to the Count) and would like his longsword to be upgraded (Jevar willing). Otherwise, we've got a +1 Striking light mace and a +1 dagger. I propose we put the +1 striking on a bludgeoning weapon without agile (then Urzok can deal all the damage types) and sell the +1 dagger.
I think it makes sense for Urzok to pay for this, since he is the primary melee combatant. I'll look into replacing his longsword with a cold iron version to have the runes placed into and getting a silver bludgeoning weapon too. (Looks like a CI Longsword would be 44gp and a silver Warhammer would also be 44gp)
The Bloodbeak is also on Red Destiny still, but I feel like Urzok rarely fights anything flat-footed... should we just sell it?
Beyond the above notes, I think Urzok is good as far as the inventory list. SELL AND SHOOOOOOOPPING SPREEEEE! :D

GM Xavier Kahlvet |

Looking at our weapons, who all will be using one? Urzok would like to keep the handwraps for when he gets disarmed/bar fights, Jagged Blade (seems extra special and he wants to introduce it to the Count) and would like his longsword to be upgraded (Jevar willing). Otherwise, we've got a +1 Striking light mace and a +1 dagger. I propose we put the +1 striking on a bludgeoning weapon without agile (then Urzok can deal all the damage types) and sell the +1 dagger.
I think it makes sense for Urzok to pay for this, since he is the primary melee combatant. I'll look into replacing his longsword with a cold iron version to have the runes placed into and getting a silver bludgeoning weapon too. (Looks like a CI Longsword would be 44gp and a silver Warhammer would also be 44gp)
The Bloodbeak is also on Red Destiny still, but I feel like Urzok rarely fights anything flat-footed... should we just sell it?
Beyond the above notes, I think Urzok is good as far as the inventory list. SELL AND SHOOOOOOOPPING SPREEEEE! :D
RE: Bloodseeker beak: keep in mind that flanking a creature makes them flat-footed.
RE: cold iron/silver/etc.: There is a significant caveat when it comes to weapons made of precious materials in 2e: ”Low-grade items can be used in the creation of magic items of up to 8th level, and they can hold runes of up to 8th level. Standard-grade items can be used to create magic items of up to 15th level and can hold runes of up to 15th level. High-grade items use the purest form of the precious material, and can be used to Craft magic items of any level holding any runes.”
Meaning that, in order to have a silver weapon that stays relevant through the levels, you’ll need to purchase a purer form of the weapon in later levels, basically meaning that you need to re-purchase the weapon (sans runes). So buying a weapon of a precious material is no longer a one-time purchase of, like, 40 gp like it was in 1e.
EDIT:
Were there any places that we want to go back to, now that the fog is gone?
Correction: The fog around Briarstone's outside has diminished. There are still encounters in Briarstone that you guys didn't have and rewards for it, but right now it's a question of if you want to risk your lives (and sanity) going after them when you've already got a way out.

Jevar Shadowmantle |

Jevar has yet to use any weapon but his dagger with Hand of the Apprentice. It's likely all he'll ever use with cantrips and alchemical bombs at his disposal.

Shakur Hektat |

Shakur is the same way. His strength just tanked, so if he uses a weapon, things have gone terribly, horribly wrong. Still, having a dagger wouldn't be the worst idea for him.

GM Xavier Kahlvet |

Once again, I would like folks to go through the inventory sheet and mark off what your character is carrying as well as checking the box for if you want to sell specific items. I would also like explicit confirmation that you as a player has done that so that I know when to continue on to the next section, because I’m assuming that the very first thing you guys do in town is spend a day of downtime selling/buying items. (Rules are vague about if its 1 day to sell and 1 day to buy or if it’s 1 day for both, but if all four of you do the same thing during that day of downtime then I’m comfortable saying that it’s 1 day for both since you guys are pooling your efforts.)

Jevar Shadowmantle |

Jevar is done claiming items, and I've marked the ones he intends to sell. The other items he's claimed had been previously moved to his character sheet (and some used up), so they could just be removed from the spreadsheet.
Coins:
-400 silver
-25 gold -> 250 silver
-1 platinum -> 10 gold -> 100 silver
total 750 silver
so 18 gold, 7 silver, 5 copper each (which is a pretty good chunk of chain in PF2e).

Urzok |

Hrm, ok then I'll have to think on the weapon materials then. If 18gp is a pretty good chunk of change, and a low-grade CI or silver weapon is at least 40gp, Urzok will definitely wait and see if we seem to need one. Makes the dagger an even more serious find than I realized!
Just in case it wasn't clear above: Urzok has claimed his items on the spreadsheet. I didn't mark anything as sold, didn't feel right to do that before others marked their claims as well.

Jevar Shadowmantle |

Well, things can be rolled back. The "sold" checkbox for me is being clear that:
* Jevar will carry it
* But won't *use* it
This is important because he's used up other things claimed long ago, and it gives somebody else a chance to take it.

Boodiddly |

Boodiddly has snatched the violin away from Jevar, as a +1 boost to Performance will come in pretty handy as he gets into higher-level compositions. Other than that, he's claimed the wand of soothe, and that's about it.

Shakur Hektat |

Shakur has claimed +1 striking for his silver dagger, even though he's not likely to use it. Other than that, Shakur is ready to go. Guess we'll sell everything people aren't holding onto.

GM Xavier Kahlvet |

For the record, Thrushmoor is a 5th level town, meaning that you can:
a) easily find tasks to Earn Income of up to 5th level
b) easily find a random, unnamed NPC of up to 5th level (though it's harder to find NPCs on the higher end of that spectrum, of course)
c) can easily find and purchase common items of up to 5th level. If your level is greater than the settlement's then you can use your power and prestige to custom-order higher level items, but it takes time before the item truly comes into the market.
The third part is the important one; I want you all to think about what you want to purchase with your money once we get around to having time to do it.

Jevar Shadowmantle |

So as we approach downtime and purchasing, a couple of questions:
The crafting rules say that the GM picks the DC for the item. I *believe* it's supposed to be a secret, so I'm not asking to know. However, didn't know if you'd considered what you might set there. Reference I suppose level-based DCs is one way to go.
So, you mentioned common items up to 5th level. How about uncommon items of any level?
Separately, are you using PFS restrictions for available items or just straight rarity.
My initial thought for spending Jevar's money is to load up his spellbook and formula books as much as possible. Then, perhaps advanced quality toolkits, an alchemical crossbow if that's available.

Urzok |

1pp -> 10gp, 1gp -> 10sp, 1sp -> 10cp
^^^Correct?
Any suggestions on what a 2e fighter should be buying? I'll look into armor upgrades and weapon variety, but I'm not sure what else is expected of melee characters at this level in this edition.

Jevar Shadowmantle |

1pp -> 10gp, 1gp -> 10sp, 1sp -> 10cp
^^^Correct?
Yup, so that 7 platinum pieces are 70gp.
ALSO GM, I assume you didn't include the coins in the price of the item sales? In which case everybody should include this amount too:
Coins:
-400 silver
-25 gold -> 250 silver
-1 platinum -> 10 gold -> 100 silvertotal 750 silver
so 18 gold, 7 silver, 5 copper each (which is a pretty good chunk of chain in PF2e).
Any suggestions on what a 2e fighter should be buying? I'll look into armor upgrades and weapon variety, but I'm not sure what else is expected of melee characters at this level in this edition.
If I were in your shoes I'd be perusing the magic weapons and armor pages to see what was available up to item level 5.

GM Xavier Kahlvet |

The coins were already included into the sale of everything. If you check the inventory sheet's "Sold" tab you'll see that the coins were included in that shopping trip.
Also, unless you have a way of meeting an uncommon item's Access entry or if I tell you otherwise, do not presume that uncommon items are readily available in shops. That will be true for the rest of the AP.
Got a bit of stuff that I need to take care of, so it'll be some time before I get to this, but @Urzok: I'd look over some of the worn items or talismans. A demon mask is actually not too bad. And a minor sturdy shield can actually go a long way.

Jevar Shadowmantle |

Yup, I'd seen them on the inventory sheet, but as they weren't "sales" I didn't know if they'd been included. Thanks for confirming (subtracting from my sheet now :) )

Urzok |

Thanks y'all, looking stuff over now!
EDIT: Based on what's available for purchase at this level, I feel a lot better having a +1 striking weapon! Based on the Tatterman fight, Urzok will buy a low-grade silver longsword for 44gp and then funding Jevar's rune transferals. I'll see what he's got left for other purchases after that.

Shakur Hektat |

An update for all my non-Outpost games. My home games have switched from Saturday and Sunday to Friday and Saturday, so my initial posting promise will change to the following.
"I will do everything I can to post Sunday through Thursday. I will make an honest attempt to get a post on Friday and/or Saturday; games where I am a player get priority on those days, and I will give a good attempt to post on both days. As for games I GM, those are up in the air. I'll do my best to post, but I make no promises."
Thank you for understanding!
-X

Shakur Hektat |

Sorry to all on the delay. I've had a medical issue flare up, and we're still determining what the exact cause is. I was in quite a bit of pain yesterday, so I didn't worry about posting here. Thank you for understanding.

Jevar Shadowmantle |

No worries. Hope you're feeling better and figure out what it is/was.

GM Xavier Kahlvet |

Urzok fires off a look at the doomsayer, as though to say And if the witch doesn't, we're going to!
In the dimming light, the shadows cast by the Orc's physique are particularly daunting.
________
[dice=Intimidate (Intimidating Glare, Intimidating Prowess)]1d20+8+1
Didn't realize Shakur boarded the scary train too! Looking at the Aid Another rules, Urzok didn't take an action to get ready to aid so I don't know if he can even do that. My intention is to aid, but if not then he will be making his own attempt, adding Quick Coercion to the mix. The aid rules were simple before, idk why they were changed to a DC 20 for a +1 and a DC 30 for a +2. Considering how low skill modifiers are this edition, that seems excessive. Not to mention that it now takes an action to prepare to aid and then needs a reaction to actually aid. Not a fan.
Yeah, until you realize that in 1e it required a readied action to do it, and by increasing it to DC 20, it makes it so that Aiding isn’t the knee-jerk reaction whenever anyone rolls a check, because in 1e it was, barring having a penalty to the check, at least a 50-50 shot of giving a stackable +2 with no penalty for failure, and at higher levels it just became “how many people auto-aid?” In 2e a +1 bonus is a MUCH bigger deal, because not only does it increase your chance of succeeding, it increases your chance of critically succeeding. I get that the DC-whiplash for Aiding is a lot, but aiding in 1e was frankly a poorly implemented mechanic that ended up being prone to severe abuse.
Honestly, I’m not going to force you guys into the “you need to prepare beforehand before you can Aid” thing unless we’re in encounter mode, where that stuff actually matters. If you say you would’ve Aided, then it’s fine by me (it’s actually why I was waiting for folks’ responses instead of just going on from Shakur’s post).

Urzok |

I forgot about critical successes, that makes more sense to me now. Still don't fully care for it, but that alone warrants increasing the difficulty!
This would only really solve low-level aid abuse in 1e, but one GM I had house ruled that failing to aid caused a penalty to the roll! Pros and Cons.

GM Xavier Kahlvet |

Then the Human can move those runes over, that'll make for a fine day. What's an Orc without a great weapon?
Again, it actually takes 2 days of downtime to transfer over the runes (since the +1 and the striking are two separate runes), but Urzok (the character) is very unlikely to understand that (magic is weird and all of that).
So are you guys going to spend the day buying stuff, or are you, for example, going to go to the painter's place? And remember, you still have to deal with the doomsayer.

GM Xavier Kahlvet |

Urzok has a +5 to Thrushmore lore too! Forgot aaaalll about that!
Also, it’s almost like having backgrounds that tie directly into the AP actually grants some decent benefits. Go figure :)

Urzok |

Runes are like stickers, right? You just peel them off and stick them to the new weapon! :P
We've sold stuff, right? Once Boodiddly and Shakur figure out what their consciousness say is ok with how we handle the Doomsayer, Urzok wants to go shopping. If the cityscapes have been showing up for a while now, he doesn't see why we should rush into it before we've had time to recover from the Asylum.
Shakur, are you of the level where you can start casting the right spells for madness removal/sanity recovery? If so, time fix our grey matter might be useful too, can't imagine that'll be the last time we have reality warping encounters! :P

Jevar Shadowmantle |

Separate note: I just realized I read the description for Alchemist Dedication wrong, and Jevar does get 8 formulae, not just the 4 from Alchemical Crafting.
You put your alchemical interest into practice. You become trained in alchemical bombs and Crafting; if you were already trained in Crafting, you instead become trained in a skill of your choice. You become trained in alchemist class DC.
You gain the alchemist’s infused reagents class feature, gaining a number of reagents each day equal to your level. You also gain the Alchemical Crafting feat and four additional formulas for 1st-level alchemical items, as well as the ability to create free items during your daily preparations. Your advanced alchemy level is 1 and doesn’t increase on its own.
Special You cannot select another dedication feat until you have gained two other feats from the alchemist archetype.
Somehow my brain first read that as implying the four formulas that you do get from Alch. Crafting, but reading more closely I see it is in fact an "and."
Just noting it since my profile will now have four more, and one might wonder why otherwise.

GM Xavier Kahlvet |

How much downtime is it to hopefully get Shakur out of Melancholia?
Okay. Okay. I’ve gone down a rabbit hole. I’ve figured out that using downtime to cure sanity/madnesses is never worth it, which might’ve flown in 1e, but not so much in 2e. I’m sorry for seeming to change how this system works every other month, but it requires tweaking every so often to accommodate for 2e. As such, I’m choosing to put the entirety of the sanity rules in the description for this campaign (when you click on the Campaign Info tab) so that it’ll be more like a living document than anything else. I’ve figured out a way to make magically curing madnesses less ridiculous while also making doing so mundanely more effective without breaking the realism of treatment of mental illnesses.
Critical Success Increase the sanity damage healed by an amount equal to the therapist’s level plus their Wis. or Int. modifier (whichever is higher).
Success Increase the sanity damage healed by an amount equal to half the therapist’s level plus their Wis. or Int. modifier (whichever is higher).
Critical Failure Reduce the sanity damage healed by an amount equal to half the therapist’s level.
Madnesses
Critical Success Reduce the madness’s DC by an amount equal to your Charisma modifier.
Success Reduce the madness’s DC by an amount equal to half your Charisma modifier.
Critical Failure increase the madness’s DC by 2.
Instead of relying on your own strength of personality to reduce the effects of your madness, you can seek out a single confidante, mentor, priest, or other advisor. You must meet with that person regularly (at least 8 hours per day) and gain guidance during the week of downtime. At the end of this week, the ally can attempt a Medicine or appropriate Lore skill with a DC that’s typically a hard DC for a level that’s equal to your level (or a very hard DC if your sanity is below your sanity edge):
Critical Success Reduce the madness’s DC by an amount equal to half the therapist’s level plus their Intelligence or Wisdom modifier (whichever is higher).
Success reduce the madness’s DC by an amount equal to one-quarter the therapist’s level plus their Intelligence or Wisdom modifier (whichever is higher)
Critical Failure increase the madness’s DC by one-quarter of the therapist’s level (minimum 1).
Healing Necromancy
Traditions divine, occult, primal
Cast 1 minute
Range Touch; Targets 1 creature
————————————————
Restorative magic counters the effects of toxins, conditions, or insanity that prevent a creature from functioning at its best. When you cast restoration, choose to reduce a condition, lessen the effect of a toxin, or cure sanity. A creature can benefit from only one restoration spell each day, and it can't benefit from restoration more than once to reduce the stage of the same exposure to a given toxin.
•Cure Sanity The target heals 1d4 sanity damage.
•Lessen a Toxin Reduce the stage of one toxin the target suffers from by one stage. This can't reduce the stage below stage 1 or cure the affliction.
•Reduce a Condition Reduce the value of the target's clumsy, enfeebled, or stupefied condition by 2. You can instead reduce two of the listed conditions by 1 each. Alternatively, you can reduce the DC of a madness afflicting the target by 2.
————————————————
Heightened (+2) Increase the amount of sanity damage healed by 1d4. Increase the reduction to the DC of the target’s madness by 2.
Heightened (4th) Add drained to the list of conditions you can reduce. When you lessen a toxin, reduce the stage by two. You also gain a third option that allows you to reduce the target's doomed value by 1. You can't use this to reduce a permanent doomed condition.
Heightened (6th) As the 4th-level restoration, but you can reduce a permanent doomed condition if you add a spellcasting action and a material component while Casting the Spell, during which you provide 100 gp worth of diamond dust as a cost.
Once again, I apologize if I’m being wishy-washy with the rules for this subsystem. I hope that the living document idea will help to communicate the conversion for this subsystem more effectively. This is actually a really fun subsystem, it’s just that the crunch is a bit difficult to convert.

Jevar Shadowmantle |

Restoration, nice. Shakur?
We're going to have a lot of downtime activities piled up and ready to run through pretty soon :)

Urzok |

No worries GM! You're trying to fit something into a new system, it takes time :) I think the living document idea works well.
So for curing a madness, we only lower the DC if we make the save? The madness doesn't actually go away? What's the mechanical benefit to lowering the DC in this case?

GM Xavier Kahlvet |

No worries GM! You're trying to fit something into a new system, it takes time :) I think the living document idea works well.
So for curing a madness, we only lower the DC if we make the save? The madness doesn't actually go away? What's the mechanical benefit to lowering the DC in this case?
If the DC reaches 0 then the madness is cured.

Shakur Hektat |

Sorry all! I've had a busy day haggling with a landlord (in a good way) and securing a move to a dream townhouse in a great part of town! Unfortunately, it's left me with no time to get Play by Post done, as I need to finalize prep for an irl play game tomorrow. Sorry about the delay!

Urzok |

Urzok wrote:If the DC reaches 0 then the madness is cured.No worries GM! You're trying to fit something into a new system, it takes time :) I think the living document idea works well.
So for curing a madness, we only lower the DC if we make the save? The madness doesn't actually go away? What's the mechanical benefit to lowering the DC in this case?
Ah ok. It's going to take Urzok several weeks to get rid of his madness and restore his sanity. Not to mention daily, all-day meetings with a professional. I'll see how I can work the delirium into his personality more, he's going to be waiting for some powerful magic to be fixing him instead!

GM Xavier Kahlvet |

Apologies all; today was really crazy for me (had a differential equations final that just wiped me out, followed by some high-level PFS1). I'll try to get a post up tomorrow.

Jevar Shadowmantle |

No worries (been a little crazy for me lately too).

GM Xavier Kahlvet |

Oh, sure - when he points out that they’re completely different forms of art, he’s telling the truth, but when I do it, I’m not being honest? I see how it is. XD
[sarcasm]Okay, then I’ll retroactively change it to a Crafting check, which will be bordering on a crit fail.[/sarcasm]
My justification (beyond you wanting to use a skill that you actually, you know, have) is that the last part of your statement was deflecting the blame away from the painter toward the people themselves, which is a strangely roundabout way (in my mind) of “distracting” them from their initial concern of “this is the only guy here with the talent to make that good of a mural” (and distracting from something is a Deception check).
Like I said, it’s real weird how my Aspergers mind justified it, but it made more sense than Diplomacy, and it wouldn’t have been Intimidation because I know you wouldn’t have rolled that given the option.

Jevar Shadowmantle |

If the mob does take a night watch, Jevar kind of wants to mess with them using unseen servant.

GM Xavier Kahlvet |

Is 24 damage because Jevar's save was a crit failure, so 2 x 12? It's still a bit early in the month to use up a hero point, so no.
Separately did the painter accept or ignore the elixir of life offered? I didn't see it addressed either way so I need to know what objects are still in his hands.
1: Yes, that is correct. Basic saves are: Crit Success: no damage; success: half damage; failure: full damage; crit failure: double damage.
2: because you took the action to hand it to him, you essentially shoved the vial into his hand. (The alternative being that he would take an action to take it from you) And I did address it (just not very clearly):
The painter groans in pain as he downs the elixir that was handed to him.

Jevar Shadowmantle |

2. My bad, you did.
The additional explanation of the crowd as a swarm helped too.

GM Xavier Kahlvet |

[[A]] ranged strike [dice=alchemical bomb attack, splash damage, persistent damage]1d20+9; 1; 1 X marks the spot; not rolling the main damage since it's a swarm
Actually, they would still take the main 1d8 damage—swarms are only immune to mental effects that target a specific number of creature(s). Swarms/troops are not even close to the ridiculousness that they were in 1e.

GM Xavier Kahlvet |

Iirc, we don't have a timer that the PC's are aware of. We still have a bunch of downtime activities that we had planned to do.
Urzok nods his head with a grunt and walks out. Assuming he doesn't get jumped in the streets, he heads over to the blacksmith to arrange for a cold iron longsword. Once that's settled, he'll return to the painter's house.
Your current “time limit” is that you just need a place to sleep for the night. Other than that, there isn’t a time limit.

GM Xavier Kahlvet |

There's no shot of uncommon items being available, I presume (e.g., energy mutagen).
Always assume only common items unless I tell you otherwise (which I did not in this circumstance).
Similarly, at some point during this day, Boodiddly (as the only occult caster) can spend two hours (which won't take away your downtime day) to attempt to Learn a Spell from that scroll of object reading, which will let him be able to add that uncommon spell into his spell repertoire the next time he levels up (keep in mind that this actually does not consume the scroll). I understand if you don't want to do that, but I thought I'd call it out. Learning a Spell is the only way of being able to prepare uncommon or rarer spells.

Jevar Shadowmantle |

Always assume only common items unless I tell you otherwise (which I did not in this circumstance).
I figured. Just wanted to confirm.