| GâtFromKI |
Let's make it simple: let's say I know a rumour about the fountain of youth, like "there's a pirate named Jack Sparrow who've seen the fountain of youth"; I can take 2d6 week to cast Legend Lore, and learn something like "if you want more information about the fountain of youth, you should talk to the pirate named Jack Sparrow". Or I can spend 2d6 weeks to not cast any spell and learn other rumours, or even find the pirate.
Let's say I'm in a library with many information about about the fountain of youth.
Anybody in the party: "well, let's read those books and learn all about the fountain of youth. I guess it will take 1d10 days."
Wizard: "Wait! I have a better idea: I will cast a spell that will give us informations about the fountain. It will take 1d10 days, and cost 250 gp."
I don't understand; what is the spell supposed to do? Why is it magical, when obviously the effect is totally mundane, like "using the rumours you know to get a better source of informations" or "using the detailed source of informations"?
| tonyz |
There are a number of different ways for the GM to get information to the players, or for the players to request information from the GM.
This is (partly) so you can get information about areas where there are no books, or no local informants (e.g., a lost city, or a legendary person that went missing.)
There are a lot of things high-level wizards can do that duplicate mundane tasks. This is just one of them.
| Serisan |
I'm fair to mostly certain that you could do better with Oracle 1 (Lore)/Bard 5 and a Knowledge check most of the time, but one "bonus" to LL is this text:
legends that have been forgotten, or even information that has never been generally known.
This is the part where it could surpass your Knowledge checks of 60+ with the above character.
W E Ray
|
Legend Lore used to be a cool spell. A legitimate spell. And one that, unfortunately, was difficult for many DMs to deal with when PCs cast it.
And thus the nerfing began until now, after many nerfs, it is sour, udder crap. (And is one of many individual reasons why the PrC "Loremaster" should have been redesigned to be a legitimate PrC instead of a useless, crap-bag PrC.)
| Adamantine Dragon |
This spell is just one of several spells that are primarily intended as a game mechanic supplied so that GMs can plausibly provide quest hook or other information directly to the party. Usually that's intended to facilitate campaign story lines. How much of or how useful the information is that you get depends on the GM. I have played with GMs who rely on the use of these sorts of spells to direct the party action, and I've played with GMs who consider these sorts of spells to be "cheating" and therefore give nothing of value when they are cast.
One of the things on my list of questions for the GM when I am entering a new game is "How do you deal with magic spells or items which magically provide information about the future, the location of NPCs or objects or the means to find a path to a new location?" Just doing that tends to make the GM think about divination, scrying, legend lore or other means of magically "circumventing" mundane investigation techniques.
| GâtFromKI |
This is (partly) so you can get information about areas where there are no books, or no local informants (e.g., a lost city, or a legendary person that went missing.)
No, since you must either:
- know some rumours, in order to get a cryptic rumour-like information.
- have access to a detailed source of informations, in order to get less detailed informations.
- or be in the place in question or with the person in question.
You can't use Legend lore if there are not at least some rumours (which implies the existence of informants), and you can't have detailed informations if you don't already have detailed informations.
I've played with GMs who consider these sorts of spells to be "cheating" and therefore give nothing of value when they are cast.
If the GM sticks to the description of the spell, he won't give anything of value even if he don't think it's "cheating": the spell only allows you to gain the informations you already have.
I mean, what's the point of spending 1d10 to get detailed informations if you already have access to detailed informations? Why can't you just use the detailed informations you already have? And from the DM's viewpoint, you already gave a detailed sources of information to the PC, a source which contain all the necessary informations to make the plot advance further, what more can you say if someone casts a spell intended to give those informations again?
In my experience, it's almost always used on an item or place that is immediately at hand. Then the casting time is short enough and you get detailed information.
I agree that the other two castings are less useful.
if by "less useful", you mean "useless", then we agree: Legend Lore can be useful if the person or place is at hand.
| hogarth |
hogarth wrote:if by "less useful", you mean "useless", then we agree: Legend Lore can be useful if the person or place is at hand.In my experience, it's almost always used on an item or place that is immediately at hand. Then the casting time is short enough and you get detailed information.
I agree that the other two castings are less useful.
It really depends on how your GM interprets "less complete and specific" and "vague and incomplete", doesn't it?
| tonyz |
tonyz wrote:This is (partly) so you can get information about areas where there are no books, or no local informants (e.g., a lost city, or a legendary person that went missing.)No, since you must either:
- know some rumours, in order to get a cryptic rumour-like information.
- have access to a detailed source of informations, in order to get less detailed informations.
- or be in the place in question or with the person in question.
You can't use Legend lore if there are not at least some rumours (which implies the existence of informants), and you can't have detailed informations if you don't already have detailed informations.
Generally, one should at least get more than one has by casting legend lore. It specifically notes that the first two levels should give you "where to go for more information" in addition to whatever you get. If you're not getting at least that much, the problem is with your GM, not with the spell.
| GâtFromKI |
GâtFromKI wrote:It really depends on how your GM interprets "less complete and specific" and "vague and incomplete", doesn't it?hogarth wrote:if by "less useful", you mean "useless", then we agree: Legend Lore can be useful if the person or place is at hand.In my experience, it's almost always used on an item or place that is immediately at hand. Then the casting time is short enough and you get detailed information.
I agree that the other two castings are less useful.
Yes and no.
When a GM gives "a detailed source of information" about something, his intend is obviously to give all relevant informations if the PCs study the source for a few days. I don't think there is any GM on earth who will say "AHA, you have detailed source of informations about the fountain of youth, but the location was erased from the writing, now you need a divination spell to know where it is!"... Then yes, stricto sensus "a detailed source of information" and "less complete and specific [than if you have the thing at hand]" do have different meanings and can have different interpretation, but I don't think there's a difference in any actual game.
For rumours, what are rumours except "vague and incomplete informations"? The spell may allow you to differentiate "rumours based on facts" from "false rumours", but you also have to take into account the ridiculous casting time and the spell's level: if you are level 10 and you're not able to investigate about rumours to learn something useful within a month, you failed at life. Well, it can be useful in some corner-cases, if you don't want anyone to know that someone is investigating, and you think that teleporting from tavern to tavern with disguise and seek thoughts (or any other discrete investigation method) is too suspicious... It's so specific, I don't see the real necessity of a spell for that, and I don't think that's the intend of the spell.
| hogarth |
I don't know what to tell you: if I were your GM, here's how I'd rule.
Now in the latter two cases, maybe you could use Gather Information to find the same rumours. Or maybe not -- just buying a round of drinks in the local bar might not help, no matter how high you rolled. As noted in the Diplomacy skill, "The GM might rule that some topics are simply unknown to common folk."
| GâtFromKI |
Generally, one should at least get more than one has by casting legend lore. It specifically notes that the first two levels should give you "where to go for more information" in addition to whatever you get. If you're not getting at least that much, the problem is with your GM, not with the spell.
For the second case, you already have a detailed source of information, which means: all relevant informations. The GM may add "oh, and the climate is continental in this place" if he really want to add new informations, but the fact is: you already have the relevant informations.
If you have rumour and your GM isn't "a problematic GM", you will be able to investigate about the rumours within less time than the spell's casting time. Rumours don't come from nothing, they have origin etc; and if the GM uses rumours as plot hook, you can bet he already planned that PCs will investigate and gain useful informations. If he doesn't use rumours as plot hook but as random rumours... "OK guys, we learned 15 new rumours during our last journey; I will be spending the next two years casting Legend Lore on all those rumours".
Anyway, even without those metagame considerations about the third use of the spell, you may gain some informations with the spell, but "gaining some informations about rumours within 2d6 weeks (average 2 month)" doesn't seems magical at all.
| GâtFromKI |
It is clear you don't like the spell.
I don't know what it's supposed to do.
If I have a detailed informations, I use those informations ; if I have some tales or rumours, I study those tales or investigate those rumours. Two third of the spell could be a single line in Diplomacy, "investigating about rumours or tales takes 2d6 weeks".
Anyway, reading Hogarth's post and re-reading the spell, I can see one of my mistake: I though you needed "a detailed source of information" (like a library) instead of only "detailed informations". Well, indeed, it can be different.
| StreamOfTheSky |
The worst part is it's a bard spell. And something you'd expects bards to be really freaking awesome at. But because it's so incredibly marginally useful, if useful at all, as a spont. caster no reasonable adventuring bard would ever take it.
Bards should get it as a free spell known via class feature.
| Mojorat |
We finished an AP in which we saved the world, one PC got out aliv eeverone else Died and half the bodies were trapped in another dimension. The Dm said that if anyone ever cast Legend Lore theyd get revealed the PC which saved the world by shooting the evil artifact trapping the bad guy.
This seemed to fall under 'information almost no one would know' seemed appropriate use of legend lore. Though in this case it just made us feel better because in maybe 200 years when somone casts it they'll find out we were heroes :P
maouse
|
If you only know "Rosebud" - this spell tells you it was the dog... who said it when dieing... and what movies have been made, books published, etc...
In other words, you can take a simple thing like an old buried stone with a funny picture nobody recognizes on it and get a bunch of GM Adventure Hook Information from it.
| Ravingdork |
I've always understood this spell to be the ultimate unstoppable bane of liches and other secretive spellcasters. A lich can protect his mind from divination, can hide his phylactery in a pocket plane of his creation, and can wipe the knowledge of his one weakness' existence from all the world (murdering witnesses, burning lore, etc.).
But 2d6 weeks later, the players know of the phylactery's existence and can begin work at finding it.
Destroying a lich who has taken proper precautions would be literally impossible without this spell. Concealing a phylactery from the world is just too easy.
If anything, this spell is ungodly powerful, if highly situational. It makes it possible to get at least some information on absolutely anything. Repeated castings may reveal everything you ever wanted to know about a given subject.
| stringburka |
For the second case, you already have a detailed source of information, which means: all relevant informations.
This is an assumption on your part and not specified in the text. It's not very specific in what constitutes detailed information, but if looking for, say, the hand of vecna, "rumours might be:
The hand Vecna lost to her traitorous servant still exists to this day.Detailed information might be:
It's the hand of the now-god vecna, lost before it's ascension to power, and that it can be used by replacing one's arm with it to gain magical powers.
That's much more detailed information, but you don't have the slightest clue about where it is.
Saying "detailed information equalls all relevant information" is just an assumption that MAKES the spell less useful. Why first jump to unfounded conclusions about what the spell does, and then complain that it's weak?
LazarX
|
When a GM gives "a detailed source of information" about something, his intend is obviously to give all relevant informations if the PCs study the source for a few days. I don't think there is any GM on earth who will say "AHA, you have detailed source of informations about the fountain of youth, but the location was erased from the writing, now you need a divination spell to know where it is!"... Then yes, stricto sensus "a detailed source of information" and "less complete and specific [than if you have the thing at hand]" do have different meanings and can have different interpretation, but I don't think there's a difference in any actual game.
Detailed source of information doesn't neccessarily mean "complete source". I might have on hand a very detailed legend or account of the "Fountain of Youth", but that doesn't mean it's a complete "go to" guide on getting there. Legend Lore is one of various options of getting more information.