Iomedae

Elleth's page

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As an example, I would like to know if monastic weaponry works with ki strike.


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So electric arc seems to be a popular cantrip with my players, due to how it can mop up weak monsters. I do have a question about its design, though.

As it stands, for 2 actions electric arc deals damage to 1-2 targets for d6 damage each at level 1, with a fairly normal saving throw against damage. But we currently lack a 1-action damaging cantrip. On top of that Heal, Harm, and Magic Missile have a really fun design space that doesn't seem to be widely implemented yet.

Is it just me, or could it be really fun to see something more like the following?

Electric arc
Casting: See below
Range: See below
Targets: See below
Electricity lashes from you, dealing 1d6 electricity damage. Each target must attempt a Reflex save, taking half damage on a success, no damage on a critical success, or double damage on a critical failure. The number of actions spent Casting this Spell determines its targets and range.
[[A]] Somatic casting The Spell targets one creature with a range of touch.
[[A]] Somatic casting [[A]] Verbal casting The Spell has a range of 30 feet and can target up to two creatures.
Heightening increases damage.
Heightened (3rd) Damage of 1d6 + your spellcasting modifier.
Heightened (5th) Damage of 2d6 + your spellcasting modifier.
Heightened (7th) Damage of 3d6 + your spellcasting modifier.
Heightened (9th) Damage of 4d6 + your spellcasting modifier.


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Have I missed something or is it possible, if woefully inefficient, to apply magical runes to Alchemical Bombs (which are explicitly called out as martial weapons in their section).

If nothing else a +2 Corrosive Bottled Lightning might make for some fun loot.


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While I still have to read the last hundred or so pages of the book, of everything I've seen I have to say that the rituals section is one of my favourite inclusions. Some things in particular stand out:

  • They almost all tell a mini story. In particular I quite like that geas requires someone on hand to write and read out the contract, while atone requires someone penitent to demonstrate over the course of a day their understanding of scripture -the crit failure getting it so horribly wrong or losing their cool that they get excommunicated.
  • The crit failure chance adds an element of risk to big fancy magic, in some cases beyond even normal magic (planar binding, legend lore, and geas in particular are all extremely horrifying). I like this.
  • Some otherwise potentially setting-wide immersion ruining things have been dialed down -Resurrect is a pretty good example here and some of this is linked to the crit system above. Bringing back the dead is hard, in most cases flawed, and in the worst case scenario can cause a horrible accident.

    I suppose my only complaint with the ritual system as far as I can tell is that it would be nice if there were more ways to actually learn rituals.


  • Hi, maybe this is a little bit specific, but I was wondering if anyone knew the sensible limits on favoured deity weapons as it's apparently relevant to clerics and paladins.

    Just trying to get some of my pantheon partially written up ahead of time and favoured weapon: torch was thematically appropriate by a considerable margin.


    Beyond a sort of vague suggestion that they shape the spell lists at least. One of Mark's old posts gave a pretty interesting look into how they affected the background worldbuilding and I'm thinking of using the whole idea to generate a set of planes for future use, so it would be nice to know if there were anything more concrete attached to them (like if there were plans for associated rules, or if it is likely to remain primarily fluff).