Thanks for the answers!
Another one: we have found a wand of Lightning Bolt (my guess,I´ve not been able to identify it yet). Lightning Bolt belongs to my opposition school, so I wonder what the rules are regarding this? I´ve been reading the rules (p. 458 of the Core Rule book), but i´m not sure if I´m understanding the rules.
- Can I use the wand,even if it´s from my opposition school? Perhaps with some penality?
- Do I have to make some check? Spellcraft or Use Magic Device, or somesuch?
My wizard is currently lelvel 4, so she can´t cast Lightning Bolt yet.
Danny Atwood wrote:
Maffei is a Shae and a 2 level rogue. These 3 negative levels, are they Shae levels or a combination of Shae and rogue levels? Or does it matter? I´m trying to stat her up in Hero Lab, but I´m not sure how to do it right.
Ok, I´ll try again: when I level up, I will raise my INT to 18. I´m assuming that it will affect how many new spells I get when I level up.
I think that I will get one new first level spell to add (because of 18 INT), two new second level spells (two new spells when I level up), and one second level spell (because of 18 INT).
Do I get 4 new spells to add to my spellbook when I reach level 4 and raise my INT to 18?
I know that when I level up I don´t have to chose a Conjuration spell. But what are the rules when I prepare my spells?
"Each arcane school gives the wizard a number of school powers. In addition, specialist wizards receive an additional spell slot of each spell level he can cast, from 1st on up. Each day, a wizard can prepare a spell from his specialty school in that slot."
Why I ask is in Hero Lab you must prepare a Cojuration spell in the bonus slot, but is seems to me that the rules say "can" and not "must".
I can´t find anything in the rules about this. Where is it written?
"Spells Copied from Another's Spellbook or a Scroll: A wizard can also add a spell to his book whenever he encounters one on a magic scroll or in another wizard's spellbook. No matter what the spell's source, the wizard must first decipher the magical writing (see Arcane Magical Writings). Next, he must spend 1 hour studying the spell. At the end of the hour, he must make a Spellcraft check (DC 15 + spell's level). A wizard who has specialized in a school of spells gains a +2 bonus on the Spellcraft check if the new spell is from his specialty school. If the check succeeds, the wizard understands the spell and can copy it into his spellbook (see Writing a New Spell into a Spellbook). The process leaves a spellbook that was copied from unharmed, but a spell successfully copied from a magic scroll disappears from the parchment."
to me it seems that it´s possible to copy a higher level spell.
Our 3 level party have discovered several spellbooks, ranging from level 1 up to level 5. I´m playing a wizard with INT 17, and I thinking about copying some spells.
My experience (as a GM) is that the switch hitter drops his bow, and then takes up flanking position somewhere elso on the battlefield, leaving the bow behind.
I´ve been asking for some sort of tutorial/user guide for quite a while.I don´t think it's high on the priority list.
The party have just started book 2, and we have a new player (huzzah!). I'm aware that I have to add some more monsters and max hp, and all that stuff, but how do you calculate xp with an extra player?
I have to give out xp at the end of each session (the players wants it), but I don't want them to be dragging behind the xp progression.
The low-level party was in a very bad shape during a battle that had gone horrible wrong. The lone, standing ranger wished that the whole party would be transfered 8 hours back in time, to the room at the inn where the began planning the attack.
Kyle Olson wrote:
Completly forgot this: well, mostly a walkthrough how to run Combat Manager during a session, with focus how to make combat easier for me as a DM (handling monsters and pcs, initiative, the dice roller, etc).
Name of PC:Farak Bararr
Name of PC:Hurrg
Story: Both was taken prisoner after a party split. The 3 remaining adventurers tried to take Thistletop, but had to flee to survive.
The pool with the human skulls in B 13: it fills no function and are mostly a cool feature of the room, if I'm reading this correctly.
Has any anyone done something with it, a nice extra feature?
One of my players filled his waterskin with the filthy water from B 12 with his bare hand (got some ideas there), and went straight to the pool and poured some of it in the water. My mind went blank when he asked me if something happens. I felt later that I could had handled it better.